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Showing 1201-1300 of 2193 sorcerer spells in alphabetical order.

Spell Name Type Cost List Details
Passage of the Train Forced Movement & Restraint 160 points.
Pathfinder Readings & Analysis 17 points.
Patience Battle Blessings & Readiness 3 or 16 points.
Peacebond Sorcerous Services & Rites 25 points.
Peaceful Sleep Dreams, Sleep, and Delusion, Dream 56 points.
Pebble Missiles, Jets, and Rays 1 point.
Pedomancy Divination & Omens 39 or 89 points.
Pentagram Bursts, Barrages, and Bombardment 291 points for level 1 + 40 points/additional level (or more).
Perfect Illusion Illusion & Creation 57.5 points for level 1 + 12.5 points/additional level*.
Perfume Safeguards & Reliefs 18 points.
Permanent Beast Possession Possession & Identity, Animal Command & Repelling 70 points.
Permanent Forgetfulness Emotion & Morale 45 points.
Permanent Machine Possession Possession & Identity, Technological 75 points.
Permanent Madness Mental Curses & Counterwill 78 points.
Permanent Possession Possession & Identity, Souls, Possession, and Bindings 95 points.
Permanent Shapeshifting Shapeshifting & Polymorph, Forced Movement & Restraint 24 points or more; see text.
Personal Ablative Barrier Wood, Vines, and Plant Forms, Force, Food 5 points/level.
Personal Absorb Impact Wood, Vines, and Plant Forms, Force, Food 5 points/level.
Personal Accelerate Pregnancy Vital Functions & Augmentation 20 points/level.
Personal Acid Sheath Acid 10 points.
Personal Aerial Flight Forced Movement & Restraint, Winds, Vapors, and Sky Passage 32 points.
Personal Affect Spirits Spirits, Wards, and the Dead 15 points.
Personal Air Vision Senses & Perception, Breath & Atmosphere 9 points/level.
Personal Alcohol Tolerance Internal Ruin, Fatigue, and Decline 1 point.
Personal Alertness Grand Arcana & Constructs 4.25 points/level.
Personal Alter Gender Internal Ruin, Fatigue, and Decline 5 points.
Personal Alter Visage Internal Ruin, Fatigue, and Decline 17 points.
Personal Ambidexterity Internal Ruin, Fatigue, and Decline 5 points.
Personal Analgesic Internal Ruin, Fatigue, and Decline 1 point.
Personal Androgyny Body Forms, Limbs, and Alteration 1 point.
Personal Ant Haul Internal Ruin, Fatigue, and Decline 2.55 points/level.Full Cost (KYOS): 5.95 points/level.
Personal Antiemetic Internal Ruin, Fatigue, and Decline 1 point.
Personal Antihistamine Internal Ruin, Fatigue, and Decline 1 point.
Personal Antistatic Winds, Vapors, and Sky Passage 14 points.
Personal Armor Armor & Battle Shells, Wood, Vines, and Plant Forms, Force, Food 10.5 points/level.
Personal Assassin’s Bane Wood, Vines, and Plant Forms, Force, Food 16.5 points/level.
Personal Astral Vision Senses & Perception, Ways, Passage, and Travel, Spirits, Wards, and the Dead, Gravity 13 points.
Personal Balance Internal Ruin, Fatigue, and Decline 13 points.
Personal Battle Quickening Sorcerous Services & Rites 19 points.
Personal Bear Hug Animal Companions, Mounts, and Summons 13 points.
Personal Blade Barrier Wood, Vines, and Plant Forms, Force, Food 20 points.
Personal Blend In Internal Ruin, Fatigue, and Decline 1 point.
Personal Blindsight Winds, Vapors, and Sky Passage 9 points.
Personal Blood Lust Internal Ruin, Fatigue, and Decline, Animal Companions, Mounts, and Summons 26 points.
Personal Blur Grand Arcana & Constructs 12 points.
Personal Body Blades Body Forms, Limbs, and Alteration 6 points.
Personal Body of Acid Alteration, Growth, and Other Transmutations, Acid 201 points.
Personal Body of Air Alteration, Growth, and Other Transmutations, Body Forms, Limbs, and Alteration, Breath & Atmosphere 48 points.
Personal Body of Earth Body Forms & Embodiments, Stone, Soil, and Sand, Body Forms, Limbs, and Alteration 173 points.
Personal Body of Flames Creation, Shape, and Matter, Body Forms, Limbs, and Alteration, Flame Assaults & Battlefire 21 points.
Personal Body of Fluid Alteration, Growth, and Other Transmutations, Winds, Vapors, and Sky Passage, Drowning, Dehydration, and Fluid Assaults 183 points.
Personal Body of Fungus Body Forms & Embodiments, Body Forms, Limbs, and Alteration, Wood, Vines, and Plant Forms, Force, Food 84 points.
Personal Body of Glass Creation, Shape, and Matter, Metal & Glass, Body Forms, Limbs, and Alteration 112 points.
Personal Body of Ice Alteration, Growth, and Other Transmutations, Body Forms, Limbs, and Alteration 105 points.
Personal Body of Leaves Alteration, Growth, and Other Transmutations, Body Forms, Limbs, and Alteration 17 points.
Personal Body of Light Alteration, Growth, and Other Transmutations, Radiance, Sight, and Reflection 73 points.
Personal Body of Lightning Creation, Shape, and Matter, Body Forms, Limbs, and Alteration, Lightning of the Air 66 points.
Personal Body of Metal Alteration, Growth, and Other Transmutations, Body Forms, Limbs, and Alteration 172 points.
Personal Body of Plastic Alteration, Growth, and Other Transmutations, Body Forms, Limbs, and Alteration 128 points.
Personal Body of Slime Body Forms & Embodiments, Body Forms, Limbs, and Alteration, Wood, Vines, and Plant Forms, Force, Food 69 points.
Personal Body of Stone Body Forms & Embodiments, Stone, Soil, and Sand, Body Forms, Limbs, and Alteration 141 points.
Personal Body of Water Alteration, Growth, and Other Transmutations, Body Forms, Limbs, and Alteration 173 points.
Personal Body of Wind Creation, Shape, and Matter, Body Forms, Limbs, and Alteration, Winds, Vapors, and Sky Passage 292 points.
Personal Body of Wood Alteration, Growth, and Other Transmutations, Wood, Vines, and Plant Forms 84 points.
Personal Bone Stakes Internal Ruin, Fatigue, and Decline 6 points.
Personal Boost Dexterity Body Forms, Limbs, and Alteration 18 points/level.
Personal Boost Health Vital Functions & Augmentation 6 points/level.
Personal Boost Intelligence Grand Arcana & Constructs 18 points/level.
Personal Boost Strength Vital Functions & Augmentation 7 points/level.
Personal Branch Fingers Grand Arcana & Constructs 1 point.
Personal Bravery Grand Arcana & Constructs 7 points.
Personal Breakfall Plants Plant Lore, Speech, and Passage 6 points.
Personal Breath Adaptation Breath & Atmosphere 3 points.
Personal Breathe Air Breath & Atmosphere 7 points.
Personal Breathe Water Breath & Atmosphere, Water Shaping & Passage 7 points.
Personal Bright Vision Senses & Perception 5 points.
Personal Bullet Protection Resistances & Immunities, Wood, Vines, and Plant Forms, Force, Food, Technological 5 points/level.
Personal Bullet Shield Wards, Shields, and Barriers, Wood, Vines, and Plant Forms, Force, Food, Technological 1 point/level.
Personal Cadence Internal Ruin, Fatigue, and Decline 20 points.
Personal Catfall Animal Companions, Mounts, and Summons 9 points.
Personal Chameleon Skin Grand Arcana & Constructs 4.25 points/level.
Personal Clean Breath Breath & Atmosphere 5 points.
Personal Climbing Internal Ruin, Fatigue, and Decline 2.55 points/level.
Personal Cloud-Walking Winds, Vapors, and Sky Passage 9 points.
Personal Conceal Magic Grand Arcana & Constructs 42 points.
Personal Contragrav Flight Forced Movement & Restraint, Radiance, Sight, and Reflection 32 points.
Personal Corona of Cold Lesser Hexes & Afflictions 9 points.
Personal Corona of Frost Grand Arcana & Constructs 18 points.
Personal Dark Vision Senses & Perception, Shadows & Obscurity 22 points.
Personal Death Ward Wards, Shields, and Barriers, Death Curses & Withering 9 points.
Personal Decapitation Internal Ruin, Fatigue, and Decline 53 points.
Personal Deflect Energy Flame Assaults & Battlefire, Energy 30 points.
Personal Dexterous Arm Internal Ruin, Fatigue, and Decline 10.2 points/level.
Personal Digger Earthshape, Passage, and Transmutation 42 points for level 1 + 10.5 points/additional level.
Personal Drunkard’s Ease Grand Arcana & Constructs 2 points.
Personal Earth Vision Senses & Perception, Stone, Soil, and Sand 9 points/level.
Personal Ease Labor Internal Ruin, Fatigue, and Decline 5 points.
Personal Easy Rider Ways, Passage, and Travel, Gravity 1 point.
Personal Eat Crow Internal Ruin, Fatigue, and Decline 2 points.
Personal Emotive Block Wards, Shields, and Barriers 27 points.

Passage of the Train

160 points.

Forced Movement & Restraint

Keywords

Damage, Debuff, Information, Malediction, Melee, No-Signature, Resisted-Will, Touch, Travel

Casting Roll

Will. IQ to teleport.

Range

Touch.

Duration

Instantaneous.

Description

This effect allows you to instantly transport a moving train you are inside. All connected cars are moved; those disconnected remain. Mechanically, it's an Affliction 1 (Will) that grants the ‘Train Teleport’ advantage, costing 160 points. This ‘Train Teleport’ is essentially Warp (Reliable 10, Extra Carrying Capacity (Extra-Heavy), Cosmic: memory-based destination, but with Accessibility limitations requiring an appropriate track, knowledge of the destination, and full Move, and Blind Only).

Statistics

Affliction 1 (Will; Advantage, Train Teleport, +1,400%; Based on Will, +20%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Sorcery, -15%) [160]. Note: “Train Teleport” is Warp (Accessibility, Only to another place appropriate track, -20%; Accessibility, Requires knowledge of destination, -10%; Accessibility, Must move at full Move, -30%; Blind Only, -50%; Cosmic, Based on memory of destination rather than spatial coordinates, +50%; Extra Carrying Capacity, Extra-Heavy, +50%; Reliable 10, +50%) [140]. The +10 for Reliable cancels the -10 for no preparation.

Archmagister's Counsel

Why bother with armies when you can just move your supply lines and entire regiments across a continent in the blink of an eye? The Guild frets about 'proper' teleportation; I worry about the logistics of empire.

Source Spell

Train Teleport

Source Spell Types

Forgotten Spells

Pathfinder

17 points.

Readings & Analysis

Keywords

Information, No-Signature

Casting Roll

IQ. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This Lattice-work instantaneously imparts perfect directional recall. The subject gains the benefit of Absolute Direction, knowing the exact path to a specified location, or how to navigate there, as if they possessed an innate sense. The caster must succeed at an IQ roll to correctly convey this information to the target.

Statistics

Affliction 1 (HT; Advantage, Pathfinder, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/180, -40%; Requires IQ Roll, -10%; Sorcery, -15%; Time-Spanning, Past, +50%) [17]. Note: “Pathfinder” is Absolute Direction (Magical, -10%) [5].

Archmagister's Counsel

Point your scouts or raiding parties toward distant objectives with this, and they'll never be lost. Time is money, and lost time is incompetence. This removes one, regardless of how they pluck the Lattice.

Source Spell

Pathfinder

Source Spell Types

Individual Spell

Patience

3 or 16 points.

Battle Blessings & Readiness

Keywords

Buff, Control, Defense, No-Signature, Persistent, Utility

Casting Roll

None. Use Innate Attack (Gaze) to aim the improved version.

Range

Self or 100 yards.

Duration

Indefinite or 30 minutes. Subject, who must be a willing sapient creature, gains the effects of Attentive (p. B163) with respect to one specific, lengthy task, chosen at the time of casting. Very long tasks might require multiple castings of this spell. The basic (3-point) version of this spell benefits only the caster; it has an indefinite duration, which means it must be maintained. However, unlike most other maintainable spells, maintaining this one costs 1 FP per 30 minutes, not 1 FP per minute. The improved (16-point) version can affect anyone, works at a distance, and does not need to be maintained; it has a fixed, lasting duration.

Description

This manipulation of the Lattice grants the subject the Attentive advantage, applied to a specific, lengthy task chosen at the time of casting. For 3 FP, the caster can apply this to themselves, lasting indefinitely with a maintenance cost of 1 FP per 30 minutes. For 16 FP, it affects any willing sapient creature, works from 100 yards, lasts 30 minutes, and requires no further maintenance.

Statistics

The basic version is Controllable Disadvantage (Attentive; Cosmic, No die roll required, +100%; Extended Duration, 30x, +60%; Sorcery, -15%) [3]. The improved version is Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Disadvantage, Attentive, +1%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [16].

Archmagister's Counsel

Rather than relying on whips or threats to ensure your artisans complete their tasks, a well-placed use of this 'Lattice-work' can ensure focus and efficiency. The Guild would call it 'inspiring diligence'; I call it getting the job done without additional fuss.

Source Spell

Patience

Source Spell Types

Least Spells

Peacebond

25 points.

Sorcerous Services & Rites

Keywords

Control, Damage, Melee, No-Signature, Touch, Utility

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Five hours.

Description

This focused manipulation of the Lattice, with a base cost of 25 points, afflicts a sheathed or holstered weapon on touch. It renders the weapon inoperable for a period of five hours, effectively peacebonding it. The enchantment breaks if the affected subject is attacked. This requires a successful DX or unarmed combat skill roll to apply.

Statistics

Affliction 1 (HT; Accessibility, Only sheathed weapons, -50%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Sorcery, -15%; Terminal Condition, Being attacked, -5%) [25].

Archmagister's Counsel

Rather than disarming your rivals with a messy altercation, simply ensure their blades remain lodged in their scabbards. It’s far more civilized, and equally effective.

Source Spell

Peacebond

Source Spell Types

Assorted Spells

Peaceful Sleep

56 points.

Dreams, Sleep, and Delusion, Dream

Keywords

Buff, Control, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day. Sapient subject becomes able to get a night of peaceful sleep regardless of any condition. He loses such advantages as Insomniac, Light Sleeper, and Nightmares, and becomes immune to effects that impose such advantages. In addition, he never suffers any ill effects due to the quality of his sleep. He gets an IQ roll to notice disturbances and awaken, just like anyone else; success is automatic if he has Combat Reflexes.

Description

An elegant manipulation of the Lattice that nullifies a target's Insomniac, Light Sleeper, and Nightmares disadvantages for one day, rendering them immune to similar effects. The subject gains "Peaceful Sleep" (essentially a magical Deep Sleeper) and suffers no ill effects from sleep quality. Effective up to 100 yards, this doesn't prevent normal awakening due to disturbances; Combat Reflexes grants an automatic IQ roll for this.

Statistics

Affliction 1 (HT; Accessibility, Only on sapient creatures, -10%; Advantage, Peaceful Sleep, +10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Negated Disadvantage, Insomniac, +150%; Negated Disadvantage, Light Sleeper, +50%; Negated Disadvantage, Nightmares, +120%; No Signature, +20%; Sorcery, -15%) [56]. Note: “Peaceful Sleep” is Deep Sleeper (Magical, -10%) [1].

Archmagister's Counsel

Ensure your spies, or your most valuable strategists, are well-rested before any crucial mission. A clear head is worth any amount of magical effort, and it doesn't matter if it's Sorcery or Wizardry that provides it.

Source Spell

Peaceful Sleep

Source Spell Types

Mind Control Spells

Pebble

1 point.

Missiles, Jets, and Rays

Keywords

Control, Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

50 yards.

Duration

Instantaneous.

Description

This spell allows one to hurl a small projectile, dealing 1d crushing damage. It's a precise manipulation of the Lattice that, despite its simplicity, can be quite effective. The projectile is blockable but lacks blunt trauma, knockback, and wounding, and has a reduced range of 1/2. You must still make an Innate Attack (Projectile) roll to hit, factoring in range penalties.

Statistics

Crushing Attack 1d (Blockable, -5%; No Blunt Trauma, -20%; No Knockback, -10%; No Wounding, -50%; Reduced Range, 1/2, -10%; Sorcery, -15%) [1].

Archmagister's Counsel

You can use this to annoy, yes, but also to trigger traps or create diversions. Never underestimate the strategic advantage of a single well-placed, non-lethal impact, even if it's just a pebble.

Source Spell

Pebble

Source Spell Types

Least Spells

Pedomancy

39 or 89 points.

Divination & Omens

Keywords

Information, Touch

Casting Roll

IQ. Special casting time (see below).

Range

Touch.

Duration

Instantaneous. As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.Pedomancy is divination by examining the footprint of the person to be studied. The footprint should be in clay; special clays, or special materials mixed with the clay, may be required, or may offer bonuses. Footprints not in clay are read at -5. Pedomancy is only really suited to answering questions about the subject; attempts to divine information about absent persons are at -5.When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”The basic (39-point) version of this spell requires 10 minutes to cast! The improved (89-point) version requires only the usual one or two seconds.

Description

This spell performs divination by examining a subject's footprint, ideally in clay, to glean information. Using footprints not in clay incurs a -5 penalty. Asking impersonal questions about absent individuals also suffers a -5 penalty. When divining the past or future, time penalties effectively apply; treat 'miles' from the Long-Distance Modifiers as 'weeks.' The basic version (39 points) requires 10 minutes to cast, while the improved version (89 points) casts in 1-2 seconds.

Statistics

Precognition (Active Only, -60%; Directed, +100%; Environmental, Clay, -20%; Magical, -10%; Nuisance Effect, Penalty for impersonal questions, -5%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%) [39]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

If you wish to understand an enemy, or even a prospective ally, finding their footprint for a Pedomancer is a far more reliable method than relying on court gossip or intercepted letters. Just ensure your own advisors don't leave their tracks so easily found.

Source Spell

Pedomancy

Source Spell Types

Individual Spell

Pentagram

291 points for level 1 + 40 points/additional level (or more).

Bursts, Barrages, and Bombardment

Keywords

Area, Control, Damage, Defense, Leveled, Persistent, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Permanent.

Description

This spell, for all its arcane trappings, is a rather straightforward manipulation of the Lattice: it generates a permanent, invisible hemispherical dome that functions as Damage Resistance 10 against magical creatures and objects moved by them, and projects an anti-magic field (Static) that blocks all spells except summoning within its area. The core structure costs 291 points for a 2-yard radius, increasing 40 points per additional level to expand the area. Stronger versions multiply the DR for an increased cost.

Statistics

Damage Resistance 10 (Accessibility, Must be cast on a prepared pentagram of an appropriate size, -40%; Affects Insubstantial, +20%; Affects Others, +50%; Area Effect, 2 yards, +50%; Extended Duration, Permanent, +150%; Force Field, +20%; Limited, Magical creatures and physical objects moved by them, -60%; Link, +10%; Ranged, +40%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [185] + Rules Exemption (Magical abilities can coexist with anti-magical Static) [1] + Static (Magic; Accessibility, Does not affect summoning spells, -5%; Accessibility, Must be cast on a prepared pentagram of an appropriate size, -40%; Area Effect, 2 yards, +100%; Extended Duration, Permanent, +150%; Link, +10%; Only around the border of the area, -0%; Ranged, +40%; Magical, -10%; Variable, Area, +5%) [105]. Additional levels increase Area Effect (+50%) [+25 and +15]. More powerful versions leave Rules Exemption and Static as is but multiply DR and the cost of DR by 2, 3, 5, or 10. As a special effect, this forms a hemispherical dome, not a cylinder.

Archmagister's Counsel

You can use this 'Pentagram' to imprison or contain—whether it's a rampaging beast or a stubborn noble you need to question. The setup is a bit of a performance, but the results are undeniable. A king knows the value of secure detainment.

Source Spell

Pentagram

Source Spell Types

Individual Spell

Perfect Illusion

57.5 points for level 1 + 12.5 points/additional level*.

Illusion & Creation

Keywords

Area, Information, Leveled, Persistent

Casting Roll

None. Use IQ or Artist (Illusion) to determine how convincing it is.

Range

100 yards.

Duration

Indefinite. Like Complex Illusion (GURPS Thaumatology: Sorcery, page 18), but also fools Infravision, Dark Vision, taste, smell, and Vibration Sense.

Description

This superior Lattice-work, much like a Complex Illusion, fabricates a sensory deception, but extends its reach to fool Infravision, Dark Vision, taste, smell, and even Vibration Sense. Its cost is 57.5 points for the initial level, with an additional 12.5 points per extra level to expand its area of effect. The convincingness is not a matter of 'magic,' but rather the caster's intellect or skill in Artist (Illusion). It maintains an indefinite duration and can be cast up to 100 yards away.

Statistics

Illusion (Extended, Dark Vision, +25%; Extended, Infravision, +10%; Extended, Taste/Smell, +20%; Extended, Vibration Sense, +10%; Independence, +40%; Ranged, +40%; Sorcery, ‑15%) [57.5*]. Additional levels add Area Effect (+50%) [+12.5*]. * Calculate the total cost and then round up.

Archmagister's Counsel

This spell is not about hiding a pea under a thimble; it's about making the thimble—and the hand, and the table, and the entire room—disappear. Use it to vanish legions, obscure fortresses, or simply make a tactical retreat appear as a charge into a solid wall. The Guild calls it 'illusion'; I call it decisive battlefield control.

Source Spell

Perfect Illusion

Source Spell Types

Illusion Spells

Perfume

18 points.

Safeguards & Reliefs

Keywords

Buff, Defense, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This spell allows you to inflict a potent, specific aroma upon a subject, making them smell strongly of any odor you wish. The subject perceives the scent but finds it no more offensive than any other, a curious anomaly of the Lattice's manipulation, though their companions will certainly be less forgiving. This effect lasts for 30 minutes.

Statistics

Affliction 1 (HT; Alternative Enhancements, +12%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [18]. Note: Alternative Enhancements are Advantage, Perfume, +10%, where “Perfume” is Perfume (Magical, -10%) [1] and Disadvantage, Bad Smell, +10%.

Archmagister's Counsel

A clever Lord can use this to mark an enemy for an ambush, or discredit a rival by having them reek of something unspeakable during an important negotiation. The Guild might call it unsophisticated, but results speak louder than rhetoric.

Source Spell

Perfume

Source Spell Types

Individual Spell

Permanent Beast Possession

70 points.

Possession & Identity, Animal Command & Repelling

Keywords

Control, Debuff, Defense, Healing, Malediction, Persistent, Resisted-Will, Touch

Casting Roll

IQ.

Range

Touch.

Duration

Indefinite.

Description

This potent manipulation of the Lattice allows the caster to transfer their consciousness to an animal’s body, effectively gaining possession of the creature. This grants full memory access of the animal and, theoretically, offers a path to indefinite life by moving from a failing body to a vibrant one. It is a persistent effect, requiring 70 points to establish, and is resisted by the target's Will.

Statistics

Possession (Accessibility, Animals Only, -25%; Full Memory Access, +10%; Sorcery, -15%) [70].

Archmagister's Counsel

Why bother with succession wars when a wise ruler can simply find a new body, or at least a temporary, furry disguise? Just be sure you pick a creature that can still sign decrees, or at minimum, carry a message without eating it.

Source Spell

Permanent Beast Possession

Source Spell Types

Animal Spells

Permanent Forgetfulness

45 points.

Emotion & Morale

Keywords

Control, Debuff, Malediction, No-Signature, Persistent, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent.

Description

This manipulation of the Lattice causes a sapient being (IQ 6+) to permanently forget a specific piece of information, along with the memory of ever having possessed that information. The subject resists with Will. This is Total Amnesia by another name, costing 45 points and lasting permanently. Only one fact can be removed at a time.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Accessibility, One fact at a time, -10%; Based on Will, +20%; Disadvantage, Total Amnesia, +25%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Selective Effect, +20%; Sorcery, ‑15%) [45].

Archmagister's Counsel

A targeted strike against a strategically vital secret. Imagine the chaos, my Lord, when a rival general suddenly can’t recall the command codes to their own damn legions. Priceless.

Source Spell

Permanent Forgetfulness

Source Spell Types

Mind Control Spells

Permanent Machine Possession

75 points.

Possession & Identity, Technological

Keywords

Control, Debuff, Defense, Healing, Malediction, Persistent, Resisted-Will, Touch

Casting Roll

IQ.

Range

Touch.

Duration

Indefinite.

Description

This Sorcery allows the caster to transfer his consciousness into a machine, effectively granting immortality by allowing him to move from one vessel to another indefinitely. The target machine resists with its Will. This manipulation of the Lattice costs 75 points.

Statistics

Possession (Accessibility, Machines Only, -20%; Full Memory Access, +10%; Sorcery, -15%) [75].

Archmagister's Counsel

Why bother with a mortal coil when a sovereign can command a legion of automatons from a fortified control core? A king who masters this spell truly never dies; he simply upgrades.

Source Spell

Permanent Machine Possession

Source Spell Types

Individual Spell

Permanent Madness

78 points.

Mental Curses & Counterwill

Keywords

Control, Debuff, Defense, Malediction, Persistent, Resisted-Will

Casting Roll

IQ. Use IQ (again) or Brainwashing to add the disadvantages.

Range

Unlimited.

Duration

Permanent.

Description

This potent manipulation of The Lattice permanently afflicts a sapient subject with severe mental disadvantages (e.g., Berserk, Paranoia). The caster must succeed at an IQ roll, and then either another IQ roll or a Brainwashing skill roll to apply the chosen disadvantages. If the subject willingly accepts the madness, no resistance is allowed. The cost is 78 points, and the effect is permanent with unlimited range.

Statistics

Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to cause insanity, -20%; Conditioning Only, -50%; Extended Duration, Permanent, +150%; Sorcery, -15%) [78].

Archmagister's Counsel

A lord with this knowledge can quietly dispose of rivals, turning them into gibbering wrecks rather than martyrs, all while maintaining plausible deniability. No one questions an "unfortunate" descent into madness.

Source Spell

Permanent Madness

Source Spell Types

Mind Control Spells

Permanent Possession

95 points.

Possession & Identity, Souls, Possession, and Bindings

Keywords

Control, Debuff, Defense, Healing, Malediction, Resisted-Will, Touch

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

This effect, costing 95 points, allows the Sorcerer to transfer their consciousness to a new body instantly. Essentially, it's a permanent form of possession, provided the transfer is successful. The Guild might call this an 'unethical soul transfer'; I call it a robust contingency plan.

Statistics

Possession (Full Memory Access, +10%; Sorcery, -15%) [95].

Archmagister's Counsel

Inform your spymasters that mere assassination may no longer suffice for certain troublesome individuals. A body can be replaced; a consciousness, if skilled in such Lattice-work, is a far more persistent problem.

Source Spell

Permanent Possession

Source Spell Types

Possession Spells

Permanent Shapeshifting

24 points or more; see text.

Shapeshifting & Polymorph, Forced Movement & Restraint

Keywords

Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite*. Change to the form of an animal. Each animal form is a different spell, to be learned separately. The caster may only learn the form of an animal with which he is familiar. If he is knocked out or killed, he immediately reverts to his native form (which will also be unconscious or dead). The caster retains his intelligence, but gains all the physical attributes of the new form. This means that the wearer cannot cast spells unless he knows them so well that they can be performed without gestures! Note that FP are not increased for spellcasting purposes. Each day that the spell continues, the caster must make a roll against IQ; failure means that the caster loses a point of IQ, continuing until the normal IQ of that beast is reached. Should the caster’s IQ drop to 5, he is trapped in beast form forever unless the spell is removed by Remove Curse (other spells won’t counter it). Lost IQ is regained when native form is reassumed. If the caster has a single Permanent Shapeshifting spell, it costs 24 points for a racial template worth no more than his native racial template. A more powerful form costs 24 points plus 90% of the difference in cost between the caster’s native template and that of his animal form. If the caster has multiple Permanent Shapeshifting spells, he pays full cost for the most expensive form. The less powerful forms cost a flat 24 points apiece. Minimum cost per form is still 24 points.

Description

This spell irrevocably alters the caster into an animal form. Each specific animal form requires a distinct learning. The caster retains intelligence but assumes the physical attributes of the beast. There's a risk of intellect degradation over time with an IQ roll, potentially trapping the caster if their IQ drops to 5. Cost is 24 points, scaling with the power of the chosen form, or 24 points per additional form if multiple are known.

Statistics

Alternate Form (Costs 1 FP, Only to activate, -1%; Magical, -10%; Nuisance Effect, IQ Reduction, -10%; Reduced Time 4, +80%) [24]. * Despite having Indefinite duration, this spell only requires 1 FP to cast, but not to maintain.

Archmagister's Counsel

A Lord might use this to embed an operative deep within enemy territory, a spy whose very appearance makes them above suspicion, ignoring that the Guild would call such a thing 'unnatural.' Just hope your agent doesn't forget who they are after a few weeks.

Source Spell

Permanent Shapeshifting

Source Spell Types

Individual Spell

Personal Ablative Barrier

5 points/level.

Wood, Vines, and Plant Forms, Force, Food

Keywords

Control, Damage, Defense, Healing, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This 'Lattice-work' creates a durable ablative force screen around the caster, granting DR 4 per level. This protection comes with the usual caveats of Force Field (bypassing DR penalties) and Ablative (DR is lost point-for-point to damage, but regenerates after combat).

Statistics

DR 4 (Ablative, -80%; Force Field, +20%; Sorcery, -15%) [5/level].

Archmagister's Counsel

Equip your elite guard with this, my Lord, and watch them laugh off what would fell lesser men. It's not about the 'how' of the magic, but the 'what it does' for your objectives.

Source Spell

Personal Ablative Barrier

Source Spell Types

Personal Food, Force, Fungus Spells

Personal Absorb Impact

5 points/level.

Wood, Vines, and Plant Forms, Force, Food

Keywords

Control, Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants the caster DR 4 per level against impact damage from falls and collisions. Do not expect it to slow your descent; it only hardens you against the inevitable landing.

Statistics

DR 4 (Force Field, +20%; Limited, Fall and Collision Damage, -80%; Sorcery, -15%) [5/level].

Archmagister's Counsel

Equip your shock troopers or the Royal Guards with this, and they'll laugh off ambushes and accidental drops. It's a simple truth: a soldier who doesn't shatter on impact is a soldier who can still fight for the crown.

Source Spell

Personal Absorb Impact

Source Spell Types

Personal Food, Force, Fungus Spells

Personal Accelerate Pregnancy

20 points/level.

Vital Functions & Augmentation

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This direct manipulation of the Lattice accelerates the gestational period of a fetus within the caster. Each level of the spell increases the rate of development by a factor of one. For instance, Level 1 doubles the pace, Level 2 triples it, and so forth, safely condensing the pregnancy duration. This costs 20 points per level and, once initiated, persists indefinitely.

Statistics

Altered Time Rate (Accessibility, Only to accelerate pregnancy, -80%; Magical, -10%) [20/level].

Archmagister's Counsel

A useful, if rather personal, application of Lattice manipulation for those concerned with dynastic succession or merely a swift heir. Less time waiting, more time ruling. The Guild would no doubt prefer a nine-month 'natural' wait; I prefer results.

Source Spell

Personal Accelerate Pregnancy

Source Spell Types

Personal Body Control Spells

Personal Acid Sheath

10 points.

Acid

Keywords

Aura, Damage, Melee, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This effect encases you in a corrosive aura, delivering 1d-1 corrosion damage to any who make physical contact. It's a persistent annoyance, not a devastating blow, but effective nonetheless. The Guild calls it 'crude'; I call it practical.

Statistics

Corrosion Attack 1d-1 (Aura, +80%; Melee Attack, Reach C, -30%; Sorcery, -15%) [10].

Archmagister's Counsel

Equip your elite guard with this; it discourages direct engagement while preserving their lives for real threats. A cheap but effective deterrent, regardless of whether a 'wizard' or 'sorcerer' wields it.

Source Spell

Personal Acid Sheath

Source Spell Types

Individual Spell

Personal Aerial Flight

32 points.

Forced Movement & Restraint, Winds, Vapors, and Sky Passage

Keywords

Buff, Persistent, Travel

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice allows you to fly and hover at twice your Basic Speed. It works indefinitely, provided you remain within an atmosphere. As all things do, it fails in a vacuum or water; pride, as a substitute for wings, will get you nowhere.

Statistics

Flight (Environmental, Air, -5%; Sorcery, -15%) [32].

Archmagister's Counsel

There's no better way to inspect your borders or escape an inconvenient conversation than with mastery over the air itself. Just remember, a King on a flying carpet is still a King who must breathe.

Source Spell

Personal Aerial Flight

Source Spell Types

Air Spells

Personal Affect Spirits

15 points.

Spirits, Wards, and the Dead

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent manipulation of the Lattice allows the caster to interact with incorporeal spirits as if they were solid objects, and any weapon they wield gains the ability to harm such entities. The 'Gifted' often refer to it as 'spirit-touch,' ignoring the underlying energetic truth.

Statistics

Blessed (Ghost Weapon; Costs Fatigue, 1 FP, -5%; Magical, -0%) [15]. Magical costs -0% because Blessed already includes the Divine power modifier. Magical, -0% just replaces it.

Archmagister's Counsel

Equip your elite guard with this, my Lord. They will regret facing a foe they cannot touch, but facing a foe who can touch them will teach them discipline far faster than any drill sergeant.

Source Spell

Personal Affect Spirits

Source Spell Types

Individual Spell

Personal Air Vision

9 points/level.

Senses & Perception, Breath & Atmosphere

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the user to see unimpeded through gases and fine particulates. Each level lets you perceive through one foot of smoke, fog, dust, or sand. There's no casting roll; the effect is personal and persists indefinitely once activated, costing 9 points per level, with each additional level adding two more levels of penetrating vision to the effect.

Statistics

Penetrating Vision 2 (Sorcery, -15%; Specific, Air, -40%) [9]. Each additional level adds two more levels of Penetrating Vision [+9].

Archmagister's Counsel

It clears the battlefield of the enemy's illusions, be they magical fogs or mundane dust kicked up by peasant skirmishes. Knowing what your enemy hides is half the victory; seeing through it is the other.

Source Spell

Personal Air Vision

Source Spell Types

Personal Air Spells

Personal Alcohol Tolerance

1 point.

Internal Ruin, Fatigue, and Decline

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your body metabolizes alcohol with remarkable efficiency. You can drink steadily while the spell lasts with no major detrimental effects. Binging affects you as it would anyone else. You get +2 on all HT rolls related to drinking. Unlike most Indefinite spells, this spell costs 1 FP per hour to maintain, not 1 FP per minute.

Description

This Persistent spell allows the caster's body to process alcohol with unnatural efficiency, effectively bypassing the usual penalties of casual imbibing. It does not prevent intoxication from binge drinking, but the caster gains +2 to all HT rolls related to alcohol, and the Indefinite duration requires a mere 1 FP per hour to maintain.

Statistics

Alcohol Tolerance (Magical, -10%) [1].

Archmagister's Counsel

A useful trick for a diplomat, or indeed, any Lord who wishes to glean secrets over 'friendly' drinks without succumbing to the debilities of their marks. They’ll never notice the subtle Lattice-work at play.

Source Spell

Personal Alcohol Tolerance

Source Spell Types

Personal Body Control Spells

Personal Alertness

4.25 points/level.

Grand Arcana & Constructs

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent manipulation of the Lattice elevates the caster's Perception by +1 per level, at a cost of 4.25 points per level. No casting roll is required; it's simply a matter of funding the effect.

Statistics

Per 1 (Sorcery, -15%) [4.25/level].

Archmagister's Counsel

Invest in this and your scout will notice the ambush before it springs, or your spymaster will discern the lie before it forms on the traitor's lips. A cheap way to avoid costly surprises, regardless of whether you pluck the Lattice by training or talent.

Source Spell

Personal Alertness

Source Spell Types

Individual Spell

Personal Alter Gender

5 points.

Internal Ruin, Fatigue, and Decline

Keywords

Utility

Casting Roll

None.

Range

Self.

Duration

Instantaneous.

Description

An instantaneous, self-only (Sorcery) manipulation of organic vectors which alters the caster's perceived gender. This takes 10 seconds and costs 5 points.

Statistics

Hermaphromorph (Sorcery, -15%) [5].

Archmagister's Counsel

Gender is a social construct, but sometimes it is a tactical one. This spell allows for rapid, fundamental disguise, invaluable for infiltration or escape. Do not underestimate the versatility of altering one's presentation to the world, for the Lattice cares not for your birthright, only your intent.

Source Spell

Personal Alter Gender

Source Spell Types

Personal Body Control Spells

Personal Alter Visage

17 points.

Internal Ruin, Fatigue, and Decline

Keywords

Persistent, Utility

Casting Roll

None or Disguise.

Range

Self.

Duration

Indefinite.

Description

This Persistent manipulation of the Lattice allows the Sorcerer to reshape their own facial features, mimicking another individual of the same or a very similar race. Duplicating a specific person requires a successful Disguise roll. This effect lasts indefinitely and has no immediate casting roll, costing 17 points to establish.

Statistics

Elastic Skin (Sorcery, -15%) [17].

Archmagister's Counsel

Employ this to infiltrate without the need for cumbersome masks, or to impersonate a weak-willed functionary and gather intelligence. The face can open doors a sword cannot.

Source Spell

Personal Alter Visage

Source Spell Types

Personal Body Control Spells

Personal Ambidexterity

5 points.

Internal Ruin, Fatigue, and Decline

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This spell weaves the Ambidexterity advantage directly into your own Lattice, allowing you to use either hand with equal skill. It costs 5 points to maintain indefinitely.

Statistics

Ambidexterity (Sorcery, -15%) [5].

Archmagister's Counsel

A fine personal augmentation for any lord who values self-reliance, or a shrewd investment for a duelist no longer constrained by the 'dominant hand' fallacy. The Guild would call it a trick; I call it efficient.

Source Spell

Personal Ambidexterity

Source Spell Types

Personal Body Control Spells

Personal Analgesic

1 point.

Internal Ruin, Fatigue, and Decline

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

The caster ignores -1 in penalties caused by persistent pain, a minor but often crippling Lattice distortion. This spell costs 1 FP per hour to maintain indefinitely, a considerably less taxing rate than standard continuous effects.

Statistics

Analgesic (Magical, -10%) [1].

Archmagister's Counsel

This is less about grand strategy and more about enduring the petty discomforts life throws your way. Remember, a Lord who is constantly distracted by a nagging toothache is a Lord who will eventually lose his crown.

Source Spell

Personal Analgesic

Source Spell Types

Personal Body Control Spells

Personal Androgyny

1 point.

Body Forms, Limbs, and Alteration

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent manipulation of the Lattice renders your personal aesthetic ambiguous. If you are male, your physical appearance takes on less masculine traits, while females will find themselves adopting a more masculine visage. The Guild calls it 'illusory magic'; I call it a simple alteration of one's form for 1 point, indefinitely.

Statistics

Androgynous (Magical, -10%) [1].

Archmagister's Counsel

This is a simple trick to mask identity, useful for agents requiring rapid, if subtle, alterations. Don't mistake subtlety for weakness; a face unseen is a face that cannot be accused.

Source Spell

Personal Androgyny

Source Spell Types

Personal Body Control Spells

Personal Ant Haul

2.55 points/level.Full Cost (KYOS): 5.95 points/level.

Internal Ruin, Fatigue, and Decline

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice optimizes your musculature for lifting, granting you "Lifting ST" 1 per spell level. The cost is 2.55 points per level, and the duration is indefinite while sustained with concentration, or 5.95 points per level if you want it to be truly persistent. You don't need a casting roll for trivial self-enhancements like this.

Statistics

Lifting ST 1 (Sorcery, -15%) [2.55/level].Statistics (KYOS): Lifting ST 1 (Sorcery, -15%) [5.95/level].

Archmagister's Counsel

Why use pack animals when a single Sorcerer can move a dozen wagons? This spell, whether Sorcery or some Guild-sanctioned 'enhancement,' triples a man's capacity, making logistics a non-issue for any Lord with foresight.

Source Spell

Personal Ant Haul

Source Spell Types

Personal Body Control Spells

Personal Antiemetic

1 point.

Internal Ruin, Fatigue, and Decline

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This deft manipulation of the Lattice grants the caster resistance to nausea, specifically ignoring -1 in penalties caused by such effects. It persists indefinitely, though maintenance costs 1 FP per hour, not per minute, for those with the Gift.

Statistics

Antiemetic (Magical, -10%) [1].

Archmagister's Counsel

A useful trick for navigating treacherous potions or a particularly rough journey. While the Guild argues over 'pre-digested' ingredients, a Sorcerer simply plucks the thread of nausea from their own being.

Source Spell

Personal Antiemetic

Source Spell Types

Personal Body Control Spells

Personal Antihistamine

1 point.

Internal Ruin, Fatigue, and Decline

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This clever plucking of the Lattice grants the caster a persistent resistance, allowing them to ignore -1 in penalties caused by sneezing and itching. While potent, it siphons 1 FP per hour to maintain, a curious deviation from typical Indefinite spells.

Statistics

Antihistamine (Magical, -10%) [1].

Archmagister's Counsel

Inform your scouts and infiltrators: a subtle way to maintain composure when navigating dusty dungeons or dealing with the common irritants of the unwashed masses.

Source Spell

Personal Antihistamine

Source Spell Types

Personal Body Control Spells

Personal Antistatic

14 points.

Winds, Vapors, and Sky Passage

Keywords

Damage, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

An elegant manipulation of the Lattice, this spell establishes a negative electrical charge around your form, diverting incoming electrical attacks. This grants you Enhanced Dodge 2 against all such attacks, a shield that persists indefinitely once established.

Statistics

Enhanced Dodge 2 (Limited, Electricity, -40%; Sorcery, -15%) [14].

Archmagister's Counsel

A fine personal defense against the shocking whims of fate or, more likely, an enemy electro-wizard. While they may fret over the 'correct' theorems, you simply shrug off their paltry voltage.

Source Spell

Personal Antistatic

Source Spell Types

Personal Air Spells

Personal Armor

10.5 points/level.

Armor & Battle Shells, Wood, Vines, and Plant Forms, Force, Food

Keywords

Control, Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

An invisible field of pure force envelops you and your carried gear, augmenting your Damage Resistance by twice the level of this spell. This effect is cumulative with any physical armor worn. For example, a level 3 spell grants DR 6.

Statistics

Damage Resistance 2 (Force Field, +20%; Sorcery, -15%) [10.5/level].

Archmagister's Counsel

This Lattice-work grants your key personnel an edge in any skirmish; it's foolish to send a valuable asset into harm without ensuring their survival first.

Source Spell

Personal Armor

Source Spell Types

Personal Food, Force, Fungus Spells

Personal Assassin’s Bane

16.5 points/level.

Wood, Vines, and Plant Forms, Force, Food

Keywords

Control, Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

An invisible force field emanates from your person, reinforcing your DR from the rear by twice this spell's level. This protection stacks with worn armor, effectively making your backside a fortress against unexpected attacks. The Guild calls it 'tactical reinforcement'; I call it common sense for survival.

Statistics

Damage Resistance 2 (Directional, Back, -40%; Force Field, +20%; Reflection, +100%; Sorcery, -15%) [16.5/level].

Archmagister's Counsel

Ensure your royal escorts are equipped with this. It’s an elegant solution to the perennial problem of assassins who prefer to stab in the back, regardless of whether they employ a blade or some arcane trickery.

Source Spell

Personal Assassin’s Bane

Source Spell Types

Personal Food, Force, Fungus Spells

Personal Astral Vision

13 points.

Senses & Perception, Ways, Passage, and Travel, Spirits, Wards, and the Dead, Gravity

Keywords

Information, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants the caster the permanent ability to perceive typically invisible and insubstantial entities. This includes, but is not limited to, ghosts and individuals under the influence of Ethereal Body, Projection, or Astral Trip spells. It is an investment of 13 character points.

Statistics

See Invisible (Insubstantial; Sorcery, -15%) [13].

Archmagister's Counsel

Your scouts often miss threats because they lack this perception. A properly equipped agent, whether wizard or sorcerer, should always be able to see who—or what—is truly there, rather than relying on guesswork.

Source Spell

Personal Astral Vision

Source Spell Types

Personal Gate and Gravity Spells

Personal Balance

13 points.

Internal Ruin, Fatigue, and Decline

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent manipulation of the Lattice grants the subject the Perfect Balance advantage, costing 13 points and remaining in effect indefinitely. It is always active; a spell of pure utility.

Statistics

Perfect Balance (Sorcery, -15%) [13].

Archmagister's Counsel

Ensure your more, shall we say, 'gravitationally challenged' knights have this enchantment. Nothing looks worse than a Lord's champion tumbling into the mud before the joust even begins.

Source Spell

Personal Balance

Source Spell Types

Personal Body Control Spells

Personal Battle Quickening

19 points.

Sorcerous Services & Rites

Keywords

Damage, Utility

Casting Roll

None.

Range

Self.

Duration

Instantaneous.

Description

This Sorcerous Service, costing 19 points, allows the caster to make an additional melee attack. This extra attack is only possible if all other attacks made in the same turn were also melee attacks.

Statistics

Extra Attack 1 (Accessibility, Only if all other attacks were melee, -10%; Limited, Melee, -20%; Multi-Strike, +20%; Sorcery, -15%) [19].

Archmagister's Counsel

This is a direct application of power to ensure an opponent remains down. Your warriors, if they have the Gift, should learn this Lattice-trick for the battlefield; it ends fights, and quick fights mean fewer costly casualties.

Source Spell

Personal Melee Manager

Source Spell Types

Individual Spell

Personal Bear Hug

13 points.

Animal Companions, Mounts, and Summons

Keywords

Damage, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your musculature become optimized for squeezing, granting you the Constriction Attack advantage (p. B43).

Description

This manipulation of the Lattice optimizes your physique for grappling, granting the Constriction Attack advantage (B43) at a cost of 13 points and for an indefinite duration. It's a permanent alteration, making you exceptionally effective at squeezing the life out of things.

Statistics

Constriction Attack (Sorcery, -15%) [13].

Archmagister's Counsel

Equip your elite bodyguards with this magic, and they become far more effective at incapacitating unruly nobles or silencing those who speak out of turn. Dead men tell no tales, but a man unable to breathe, squirming in a grip, is far more convincing.

Source Spell

Personal Bear Hug

Source Spell Types

Personal Animal Spells

Personal Blade Barrier

20 points.

Wood, Vines, and Plant Forms, Force, Food

Keywords

Aura, Control, Damage, Melee, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice manipulation conjures a 'blade barrier' of transparent force around you. This barrier, which attacks every second with an effective skill of 14 (modified only for size), automatically strikes anyone adjacent or in close combat. It deals 1d+1 cutting damage, affects insubstantial beings, and persists indefinitely for 20 energy points.

Statistics

Cutting Attack 1d+1 (Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Aura, +80%; Bombardment, Skill 14, -5%; Melee Attack, Reach C, -30%; Sorcery, -15%) [20].

Archmagister's Counsel

This little trick turns a single body into a meat grinder, making a front-line soldier an impassable shield or an assassin a whirlwind of death. A cheap investment for significant crowd control, regardless of whether you call it 'wizardry' or 'sorcery.'

Source Spell

Personal Blade Barrier

Source Spell Types

Personal Food, Force, Fungus Spells

Personal Blend In

1 point.

Internal Ruin, Fatigue, and Decline

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. It becomes easy for you to blend in. Your face is hard to pick out or remember. You get +1 to Shadowing in crowds, while others have -1 to rolls made to recognize you from a lineup or mug shots – or even to recall meeting you! Unlike most Indefinite spells, this spell costs 1 FP per hour to maintain, not 1 FP per minute.

Description

This Persistent manipulation of the Lattice renders the caster effortlessly forgettable, granting them +1 to Shadowing in crowds and imposing a -1 penalty on all attempts to recognize or recall their presence. It costs 1 FP per hour to maintain, not 1 FP per minute.

Statistics

Forgettable Face (Magical, -10%) [1].

Archmagister's Counsel

A useful skill for spies, informants, or any noble who simply can't be bothered with small talk. The power to be nobody when you choose is often more potent than the power to be recognized.

Source Spell

Personal Blend In

Source Spell Types

Personal Body Control Spells

Personal Blindsight

9 points.

Winds, Vapors, and Sky Passage

Keywords

Damage, Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This unraveling of the Lattice grants you Vibration Sense (Air), priced at 9 points. You will discern the location and size of objects through subtle atmospheric distortions. You can pinpoint a foe in absolute darkness but gain no insight into their armaments or fine features. Once cast, it lasts indefinitely.

Statistics

Vibration Sense (Air; Sorcery, -15%) [9].

Archmagister's Counsel

Equip your scouting parties with this. Knowing where the enemy is, even in pitch black, provides an undeniable advantage that outweighs the Guild's insistence on 'seeing with one's eyes'.

Source Spell

Personal Blindsight

Source Spell Types

Personal Air Spells

Personal Blood Lust

26 points.

Internal Ruin, Fatigue, and Decline, Animal Companions, Mounts, and Summons

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This self-targeting enchantment grants the sorcerer the Discriminatory Smell advantage [13], Fearlessness 2 (Magical, -10%) [4], and High Pain Threshold (Magical, -10%) [9]. This is an indefinite, persistent effect, costing 26 points.

Statistics

Discriminatory Smell (Sorcery, -15%) [13] + Fearlessness 2 (Magical, -10%) [4] + High Pain Threshold (Magical, -10%) [9].

Archmagister's Counsel

Understanding your foe's weaknesses is far more useful than their strengths. A Sorcerer who can’t be dissuaded by fear and can sniff out their enemies will find themselves in positions of undeniable advantage, regardless of what the Guild thinks of their 'pedigree.' This is a personal buff that turns the caster into a formidable scout or assassin, letting them disregard environmental pains and push through fear to complete a mission. Consider it a necessary tool for any serious operative.

Source Spell

Personal Blood Lust

Source Spell Types

Personal Animal Spells

Personal Blur

12 points.

Grand Arcana & Constructs

Keywords

Damage, Healing, Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

The Lattice flows around the caster, obscuring their form and all they carry. This inflicts a -3 penalty on all Vision rolls to perceive them, and a -3 penalty to any attack relying on normal vision. This manipulation persists indefinitely.

Statistics

Obscure 3 (Vision; Defensive, +50%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%) [12].

Archmagister's Counsel

Equip your elite scouts with this, my Lord. A phantom moving through the enemy's camp is worth ten armored brutes. The method matters not; only the outcome of utter invisibility.

Source Spell

Personal Blur

Source Spell Types

Individual Spell

Personal Body Blades

6 points.

Body Forms, Limbs, and Alteration

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your body grows metal blades. If you are wearing clothing or armor up to your Heavy Encumbrance, then these blades appear on it without harming the gear. This is defensive weaponry, intended to discourage attackers; you cannot use your body blades actively. However, you get a DX-4 roll to hit each foe in close combat with you once per turn, as a free action. Roll at +2 against foes who attacked you from behind. Those who grapple or slam you are hit immediately and automatically – and those who slam you take maximum damage! The body blades have Reach C and do 1d impaling damage.

Description

Upon casting, your body sprouts metallic blades; these manifest through your clothing and armor (up to Heavy Encumbrance) without damage. These are defensive, not offensive, weapons. Once per turn, as a free action, you may make a DX-4 roll to hit any foe in close combat, gaining +2 against rear attackers. Grapplers and those who slam you are automatically hit. Slams deal maximum damage. The blades have Reach C and inflict 1d impaling damage.

Statistics

Long Spines (Can Carry Objects, Heavy, +100%; Sorcery, -15%) [6].

Archmagister's Counsel

This bit of Lattice-work turns a noble into a porcupine, a fine deterrent indeed. Send them into a mob, and watch the rabble peel away or get carved.

Source Spell

Personal Body Blades

Source Spell Types

Individual Spell

Personal Body of Acid

201 points.

Alteration, Growth, and Other Transmutations, Acid

Keywords

Aura, Damage, Defense, Melee, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice manipulation grants the caster the "Body of Acid" meta-trait, turning them into a form of living, acidic ooze. This includes innate corrosion, damage resistance against acid, and various immunities. Importantly, mundane clothing and carried gear up to your Basic Lift are assimilated and transmuted along with you. The cost is 201 points, applied immediately and lasting indefinitely.

Statistics

Alternate Form (Body of Acid*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [201].* A new meta-trait: Amphibious [10]; Constriction Attack [15]; Corrosion Attack 1d-1 (Always On, -40%; Aura, +80%; Melee Attack, Reach C, -30%) [8]; DR 10 (Limited, Acid, -40%; Tough Skin, -40%) [10]; Doesn’t Breathe [20]; Immunity to Metabolic Hazards [30]; Immunity to Noxious Acidic Effects [10]; Injury Tolerance (Diffuse) [100]; Internal Sealed (Acid-Resistant Only, -60%) [2]; Pressure Support 3 [15]; Sealed (Acid-Resistant Only, -60%) [6]; Slippery 5 [10]; Invertebrate [-20]; and Vulnerability (Dehydration attacks x2) [-10]. 206 points.

Archmagister's Counsel

Equipping your assassins or infiltrators with this 'acid transformation' means they can bypass most physical defenses, ignore conventional attacks, and leave very little evidence. Just remember, it also makes them vulnerable to dehydration and rather squishy, so use them wisely.

Source Spell

Personal Body of Acid

Source Spell Types

Individual Spell

Personal Body of Air

48 points.

Alteration, Growth, and Other Transmutations, Body Forms, Limbs, and Alteration, Breath & Atmosphere

Keywords

Damage, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice-work grants the caster the full advantages and disadvantages of a Body of Air, an indefinite transformation. Your gear, up to your Basic Lift, merges with you. It’s an expensive manipulation of the Lattice at 48 points, but the effects are considerable: immunity to metabolic hazards, diffuse injury tolerance, flight (lighter than air), no need to breathe, and 10 bonus hit points. The drawbacks include vulnerabilities to vacuum and wind, no manipulators, and a fixed ST of 0.

Statistics

Alternate Form (Body of Air*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [48].* A meta-trait from p. 262 of GURPS Basic Set: ST 0 [-100]; +10 HP [20]; Doesn’t Breathe [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Legs (Aerial) [0]; No Manipulators [-50]; Vulnerability (Vacuum and wind-based attacks x2) [-20]; and Taboo Trait (Fixed ST) [0]. 36 points.

Archmagister's Counsel

Frankly, my Lord, the ability to bypass physical obstacles, scout unseen, or simply vanish from a battlefield makes this one of the more valuable tricks in any Sorcerer's repertoire. Do not confuse its 'fragility' with weakness; sometimes, simply *not being there* is the greatest strength.

Source Spell

Personal Body of Air

Source Spell Types

Personal Air Spells

Personal Body of Earth

173 points.

Body Forms & Embodiments, Stone, Soil, and Sand, Body Forms, Limbs, and Alteration

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

An indefinite self-transformation, for 173 points, that grants the caster the Body of Earth meta-trait. This includes Doesn't Breathe, DR 2, Immunity to Metabolic Hazards, Injury Tolerance (Diffuse), Pressure Support 3, Sealed, and Vacuum Support, while also imposing Invertebrate. Your clothing and carried gear, up to your Basic Load, transform with you.

Statistics

Alternate Form (Body of Earth*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [173].* A meta-trait from p. 262 of GURPS Basic Set: Doesn’t Breathe [20]; DR 2 [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Pressure Support 3 [15]; Sealed [15]; Vacuum Support [5]; and Invertebrate [-20]. 175 points.

Archmagister's Counsel

This lattice-work is not subtle, but it is effective. Your soldiers, once transformed, will endure assaults that would shatter lesser men. A king who commands such resilient warriors need not fear a siege, only a lack of foresight.

Source Spell

Personal Body of Earth

Source Spell Types

Personal Earth Spells

Personal Body of Flames

21 points.

Creation, Shape, and Matter, Body Forms, Limbs, and Alteration, Flame Assaults & Battlefire

Keywords

Aura, Damage, Defense, Melee, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants the caster the full \(Body of Fire\) meta-trait, transforming them into a being of pure flame. Their physical possessions, up to their Basic Lift, transform with them. This form provides \(DR 10\) against heat/fire, \(Immunity to Metabolic Hazards\), and \(Injury Tolerance (Diffuse)\), but also imposes \(Weakness (Water; 1d/minute)\) and \(No Manipulators\). It costs 21 points and lasts indefinitely.

Statistics

Alternate Form (Body of Fire*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [21].* A meta-trait from p. 262 of GURPS Basic Set: ST 0 [-100]; +10 HP [20]; Burning Attack 1d (Always On, -40%; Aura, +80%; Melee Attack, Reach C, -30%) [6]; Doesn’t Breathe (Oxygen Combustion, -50%) [10]; DR 10 (Limited: Heat/Fire, -40%) [30]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Manipulators [-50]; Weakness (Water; 1d/minute) [-40]; and Taboo Trait (Fixed ST) [0]. 6 points.

Archmagister's Counsel

When facing a foe whose arsenal relies on brute force or poison, assuming a flaming form is a rather direct way to illustrate the futility of their efforts, Your Grace. Just try to avoid any ponds.

Source Spell

Personal Body of Flames

Source Spell Types

Personal Fire Spells

Personal Body of Fluid

183 points.

Alteration, Growth, and Other Transmutations, Winds, Vapors, and Sky Passage, Drowning, Dehydration, and Fluid Assaults

Keywords

Damage, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the caster to assume either a 'Body of Air' or a 'Body of Water' alternate form indefinitely without an explicit roll. All personal gear up to the caster's BL is transformed along with them. The 'Body of Air' form provides flight, diffuse injury tolerance, immunity to metabolic hazards, and altered physical characteristics at a cost of 36 points. The 'Body of Water' form offers amphibious nature, chameleon ability, constriction, diffuse injury tolerance, immunity to metabolic hazards, and altered physical characteristics at a cost of 175 points. The total cost reflects the value of these inherent transformations.

Statistics

Alternate Form (Body of Air*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [48/5=10] + Alternate Form (Body of Water**; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [173]. The two abilities are taken as alternative abilities.* A meta-trait from p. 262 of GURPS Basic Set: ST 0 [-100]; +10 HP [20]; Doesn’t Breathe [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Legs (Aerial) [0]; No Manipulators [-50]; Vulnerability (Vacuum and wind-based attacks x2) [-20]; and Taboo Trait (Fixed ST) [0]. 36 points.** A meta-trait from p. 262 of GURPS Basic Set: Amphibious [10]; Chameleon 1 [5]; Constriction Attack [15]; Doesn’t Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Pressure Support 3 [15]; Slippery 5 [10]; Invertebrate [-20]; and Vulnerability (Dehydration attacks x2) [-10]. 175 points.

Archmagister's Counsel

While the Guild may bicker over the nuances of 'Alternate Form' spells, a Sorcerer can simply _become_ the environment, making them an excellent scout or infiltrator where a Wizard would be fumbling with reagents.

Source Spell

Personal Body of Fluid

Source Spell Types

Personal Air Spells

Personal Body of Fungus

84 points.

Body Forms & Embodiments, Body Forms, Limbs, and Alteration, Wood, Vines, and Plant Forms, Force, Food

Keywords

Control, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice transforms your physical form into a fungal one, imbuing you with the Body of Fungus meta-trait. This grants you Defensive Spores, Damage Resistance 2 (Semi-Ablative), Blunt Claws, Lifting ST 5, immunity to metabolic hazards, and the Homogenous Injury Tolerance. Your Basic Speed is reduced by 1, and you gain Numbness. Your clothing and gear up to your Basic Load transform with you, persisting as long as you maintain the fungal form.

Statistics

Alternate Form (Body of Fungus*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [84].* A variant of the meta-trait from p. 165 of GURPS Magic: Basic Speed-1 [-20]; Blunt Claws [3]; DR 2 (Semi-Ablative, -20%) [8]; Doesn’t Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous) [40]; Lifting ST 5 [15]; Numb [-20]; and Affected by Fungus Spells [0]. 76 points.

Archmagister's Counsel

A fine way to infiltrate a damp dungeon or survive a gas attack, provided your enemies aren't armed with a bag of salt. Remember, Lord, adaptability, not dogma, wins wars.

Source Spell

Personal Body of Fungus

Source Spell Types

Personal Food, Force, Fungus Spells

Personal Body of Glass

112 points.

Creation, Shape, and Matter, Metal & Glass, Body Forms, Limbs, and Alteration

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice manipulation converts the caster into a being of glass, granting the Body of Glass meta-trait indefinitely. This includes features like DR 1, Immunity to Metabolic Hazards, Injury Tolerance (Homogenous, No Blood), Pressure Support 3, Sealed, Slippery 1, Vacuum Support, and Doesn’t Breathe. However, it imparts Fragile (Brittle) and Vulnerability to Sonic or Vibratory Attacks (x2). Gear up to your BL transforms with you.

Statistics

Alternate Form (Body of Glass*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [112].* A meta-trait from p. 18 of Pyramid #3-114: Chameleon 1 (Always On, -10%) [5]; Doesn’t Breathe [20]; DR 1 [5]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Pressure Support 3 [15]; Sealed [15]; Slippery 1 [2]; Vacuum Support [5]; Fragile (Brittle) [-15]; and Vulnerability (Sonic or Vibratory Attacks x2) [-20]. 107 points.

Archmagister's Counsel

If a wizard spends decades studying ancient texts to gain this state, yet a sorcerer can simply pluck the Lattice to achieve the same result, who truly understands the nature of power? Send them into a pressurized environment, or as an infiltration expert over water. Just remind them a strong enough yell from the guards will shatter them.

Source Spell

Personal Body of Glass

Source Spell Types

Personal Earth Spells

Personal Body of Ice

105 points.

Alteration, Growth, and Other Transmutations, Body Forms, Limbs, and Alteration

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This art alters your very form into a living construct of ice, granting the Body of Ice meta-trait. You gain Doesn't Breathe, DR 3, Immunity to Metabolic Hazards, Injury Tolerance (Homogenous, No Blood), Pressure Support 3, Sealed, Slippery 3, Terrain Adaptation (Ice), and Vacuum Support. However, you become Fragile (Brittle), Vulnerable to heat/fire attacks (x2 damage), and suffer Weakness (1d/minute from intense normal heat). Your equipment, up to your Basic Lift, transforms with you. The Lattice doesn't care if you call it elemental manipulation or merely a parlor trick; the physical reality is undeniable.

Statistics

Alternate Form (Body of Ice*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [105].* A meta-trait from p. 262 of GURPS Basic Set: Doesn’t Breathe [20]; DR 3 [15]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Pressure Support 3 [15]; Sealed [15]; Slippery 3 [6]; Terrain Adaptation (Ice) [5]; Vacuum Support [5]; Fragile (Brittle) [-15]; Vulnerability (Heat/fire attacks, x2) [-30]; and Weakness (Intense normal heat; 1d/minute; Variable, -40%) [-12]. 99 points.

Archmagister's Counsel

Understanding this Lattice-work is crucial when dealing with those Northern tribes; an ice warrior who can shrug off arrows or survive the void is a formidable opponent. Be equally aware of their susceptibility to fire, and educate your generals accordingly.

Source Spell

Personal Body of Ice

Source Spell Types

Individual Spell

Personal Body of Leaves

17 points.

Alteration, Growth, and Other Transmutations, Body Forms, Limbs, and Alteration

Keywords

Damage, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your body transmogrifies into a mound of leaves, roughly hemispheric with an 18” peak. You have the Body of Leaves meta-trait for the duration of the spell. You are inconspicuous in most outdoor environments. Clothes and carried items, up to your BL, are subsumed into the new form. To determine what gets left behind, begin with the heaviest items. Subsumed magic items are temporarily inoperable. You may cast any spells that have no ritual requirement. The transformation takes 10 seconds.

Description

The caster's body transmogrifies into a hemispheric mound of leaves 18" high, granting the Body of Leaves meta-trait. This transformation takes 10 seconds and lasts indefinitely. The caster becomes inconspicuous outdoors, and possessions up to their Basic Lift are subsumed into the form. Subsumed magic items become inoperable. Only spells without ritual requirements can be cast in this form.

Statistics

Alternate Form (Body of Leaves*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [17].* A meta-trait from p. 11 of GURPS Magic: Plant Spells: ST -10 [-100]; HP +10 [20]; Chameleon 6 (Limited to locations where a pile of leaves could be found, -60%) [12]; Doesn’t Breathe [20]; Double-Jointed [15]; Fragile (Combustible) [-5]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Mute [-25]; No Legs (Slithers) [0]; No Fine Manipulators [-30]; Numb [-20]; Reduced Move -4 [-20]; Silence 5 [25]; Vulnerable (Wind Attacks, x2) [-20]. Affected by Plant spells [0]; Taboo Trait (Fixed ST) [0]. 2 points.

Archmagister's Counsel

This Lattice-work allows you to become an innocuous pile of foliage. Useful for observing rivals' comings and goings, or perhaps for escaping a dull court function unnoticed if you find a sufficiently untidy corner.

Source Spell

Personal Body of Leaves

Source Spell Types

Individual Spell

Personal Body of Light

73 points.

Alteration, Growth, and Other Transmutations, Radiance, Sight, and Reflection

Keywords

Control, Damage, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice-manipulation transforms the caster into a being of pure light, gaining the 'Body of Light' meta-trait. This grants immunity to metabolic hazards, the need to breathe, eat, drink, or sleep, and the ability to fly. However, you become vulnerable to darkness, suffering paralysis in total darkness and damage from darkness-based attacks, while also glowing in the dark, which is hardly subtle. Crucially, your clothing and gear, up to your Basic Lift, transform with you.

Statistics

Alternate Form (Body of Light*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [73].* A meta-trait from p. 21 of Pyramid #3-115: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight [40]; Immunity to Metabolic Hazards [30]; Nocturnal (Diurnal,** +0%; Permanent Paralysis, +100%) [-40]; Shadow Form (Damaged by darkness-based attacks rather than light, -25%) [-15]; Supernatural Features (Glows in the dark) [-1]. 64 points.** Diurnal means you are paralyzed if your entire body is in darkness (as opposed to in sunlight); with this, Permanent Paralysis requires total darkness, not merely the absence of sunlight.

Archmagister's Counsel

A sorcerer with this gift is a beacon, both literally and figuratively. Use it to infiltrate, to escape, or to impress — just remember total darkness is your ultimate undoing, not merely the absence of light.

Source Spell

Personal Body of Light

Source Spell Types

Individual Spell

Personal Body of Lightning

66 points.

Creation, Shape, and Matter, Body Forms, Limbs, and Alteration, Lightning of the Air

Keywords

Aura, Damage, Defense, Melee, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This spell allows the caster to transform into a being of pure lightning, gaining the Body of Lightning meta-trait, which includes Immunity to Metabolic Hazards, Injury Tolerance (Diffuse), and a Burning Aura dealing 1d damage. The transformation also grants DR 10 against Electricity, though it removes your manipulative limbs and sets ST to 0. Clothing and gear up to your BL transform with you. The transformation is indefinite and costs 66 points.

Statistics

Alternate Form (Body of Lightning*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [66].* A meta-trait from p. 198 of GURPS Basic Set: ST 0 [-100]; HP +10 [20]; Burning Attack 1d (Always On, -40%; Aura, +80%; Melee Attack, Reach C, -30%) [6]; Doesn’t Breathe [20]; DR 10 (Limited: Electricity, -40%) [30]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Manipulators [-50]; Feature (Affected by Energy Spells (GURPS Magic, p. 178) [0]; and Taboo Trait (Fixed ST) [0]. 56 points.

Archmagister's Counsel

A fine way to ensure your enemies can't get a grip on you, literally. Useful for strategic infiltration where the concept of 'structural integrity' is merely a suggestion, or for making a dramatic, rather shocking, escape.

Source Spell

Personal Body of Lightning

Source Spell Types

Personal Air Spells

Personal Body of Metal

172 points.

Alteration, Growth, and Other Transmutations, Body Forms, Limbs, and Alteration

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent Alteration transforms the caster's body into living metal, granting DR 9, Immunity to Metabolic Hazards, Injury Tolerance (Homogenous, No Blood), Pressure Support 3, Sealed, Vacuum Support, and Doesn’t Breathe. A minor side effect is a vulnerability to magnetism, but for a mere 172 points of the Lattice’s energy, you become a walking siege engine. Your clothing and gear up to your Basic Lift become one with the transformation as well.

Statistics

Alternate Form (Body of Metal*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [172].* A slightly altered meta-trait from p. 262 of GURPS Basic Set: Affected by Magnetism [-1]; Doesn’t Breathe [20]; DR 9 [45]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Pressure Support 3 [15]; Sealed [15]; and Vacuum Support [5]. 174 points.

Archmagister's Counsel

Why bother with plate armor when you can *be* the plate armor? A strategic application of this Lattice-work can turn a tactician into an unkillable vanguard, leading the charge on any fortified position where lesser men would fear to tread.

Source Spell

Personal Body of Metal

Source Spell Types

Individual Spell

Personal Body of Plastic

128 points.

Alteration, Growth, and Other Transmutations, Body Forms, Limbs, and Alteration

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants the caster the Body of Plastic meta-trait, costing 128 points, with all the inherent resistances and immunities detailed in GURPS Magic, page 183. Furthermore, any gear or clothing up to the caster's BL adapts with their changing form. It's an indefinite state, not a fleeting parlor trick.

Statistics

Alternate Form (Body of Plastic*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [128].* A meta-trait from p. 183 of GURPS Magic: Doesn’t Breathe [20]; DR 1 [5]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Pressure Support 1 [5]; Sealed [15]; Vacuum Support [5]. 125 points.

Archmagister's Counsel

Equip your assassins or spies with this. A foe trying to capture them will find themselves battling a liquid, formless obstacle rather than a man, buying them crucial seconds to escape, or making interrogation rather difficult.

Source Spell

Personal Body of Plastic

Source Spell Types

Individual Spell

Personal Body of Slime

69 points.

Body Forms & Embodiments, Body Forms, Limbs, and Alteration, Wood, Vines, and Plant Forms, Force, Food

Keywords

Control, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice-work grants the caster the full Body of Slime meta-trait, a rather effective alteration for certain situations. Your gear, up to your Basic Lift, also changes with you, because practicality should never be sacrificed for dramatic effect. This costs 69 points, and lasts indefinitely once assumed.

Statistics

Alternate Form (Body of Slime*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [69].* A meta-trait from p. 165 of GURPS Magic: Amphibious [10]; Doesn’t Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous) [40]; Bad Smell [-10]; Disturbing Voice [-10]; Invertebrate [-20]; Affected by Plant spells [0]. 60 points.

Archmagister's Counsel

A fine adaptation for infiltration or survival in unpleasant environments, my lord. Remember, some enemies are best confronted when you're less 'flesh and blood' and more 'indigestible goo.' Just don't ask me to shake your hand afterward.

Source Spell

Personal Body of Slime

Source Spell Types

Personal Food, Force, Fungus Spells

Personal Body of Stone

141 points.

Body Forms & Embodiments, Stone, Soil, and Sand, Body Forms, Limbs, and Alteration

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of The Lattice grants the caster the full Body of Stone meta-trait, including Doesn't Breathe, DR 5, Immunity to Metabolic Hazards, Injury Tolerance (Homogenous, No Blood), Pressure Support 3, Sealed, Vacuum Support, and a Fragile (Brittle) disadvantage, all with an indefinite duration. It costs 141 points to maintain. Any clothing and gear up to your BL will transform with you.

Statistics

Alternate Form (Body of Stone*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [141].* A meta-trait from p. 262 of GURPS Basic Set: Doesn’t Breathe [20]; DR 5 [25]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Pressure Support 3 [15]; Sealed [15]; Vacuum Support [5]; and Fragile (Brittle) [-15]. 140 points.

Archmagister's Counsel

A useful, if cumbersome, alteration. Equip your shock troops with this and watch them march through lesser magical defenses, though be wary of anyone with a hammer and a good arm.

Source Spell

Personal Body of Stone

Source Spell Types

Personal Earth Spells

Personal Body of Water

173 points.

Alteration, Growth, and Other Transmutations, Body Forms, Limbs, and Alteration

Keywords

Damage, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This trick of the Lattice transmutes the caster into a living body of water, complete with the Amphibious, Chameleon 1, Constriction Attack, Doesn't Breathe, Immunity to Metabolic Hazards, Injury Tolerance (Diffuse), Pressure Support 3, and Slippery 5 advantages. The associated drawbacks are Invertebrate and Vulnerability (Dehydration attacks x2). It costs 173 points, lasts indefinitely, and allows personal gear up to your BL to transform with you.

Statistics

Alternate Form (Body of Water*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [173].* A meta-trait from p. 262 of GURPS Basic Set: Amphibious [10]; Chameleon 1 [5]; Constriction Attack [15]; Doesn’t Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Pressure Support 3 [15]; Slippery 5 [10]; Invertebrate [-20]; and Vulnerability (Dehydration attacks x2) [-10]. 175 points.

Archmagister's Counsel

A sorcerer with this capability can infiltrate places others cannot, flow through defenses, and constrict foes. Ensure your own wards account for liquid forms, or you'll find your secure vaults have become mere puddles.

Source Spell

Personal Body of Water

Source Spell Types

Individual Spell

Personal Body of Wind

292 points.

Creation, Shape, and Matter, Body Forms, Limbs, and Alteration, Winds, Vapors, and Sky Passage

Keywords

Aura, Control, Damage, Melee, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This potent manipulation of the Lattice grants the caster the 'Body of Wind' meta-trait. This transmutes the caster into a being of pure, diffuse air, granting ST+6, +10 HP, Doesn't Breathe, Flight (Lighter Than Air), Immunity to Metabolic Hazards, and Injury Tolerance (Diffuse). The caster loses Fine Manipulators and gains the 'Storm' ability: a 2-yard aura inflicting 4d crushing damage for knockback (double distance, no actual damage or blunt trauma, lateral movement) and granting +2 Dodge against projectiles to the caster and allies within 2 yards. Clothing and gear up to the caster's BL are similarly transformed. The transformation itself costs 292 points and lasts indefinitely following a successful casting.

Statistics

Alternate Form (Body of Wind*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [292].* A new meta-trait: ST+6 [60]; +10 HP [20]; Doesn’t Breathe [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Legs (Aerial) [0]; No Fine Manipulators [-30]; Storm** [71]; and Taboo Trait (Fixed ST) [0]. 307 points.** “Storm” is Crushing Attack 4d (Always On, -20%; Aura, +80%; Area Effect, 2 yards, +50%; Double Knockback, +20%; Emanation, -20%; Environmental, Air, -5%; Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%; No Blunt Trauma, -20%; No Wounding, -50%) [21] + Enhanced Dodge 2 (Affects Others 1, +50%; Area Effect, 2 yards, +50%; Environmental, Air, -5%; Force Field, +20%; Limited, Projectiles, -40%; Magical, -10%) [50]. First, for every creature or unattended object within 2 yards of you, roll 4d as for crushing damage, determine knockback, and then double the distance; however, the victim suffers no actual damage or blunt trauma from the effect – just the consequences of being hurled around. As a special effect, knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when triggering the attack) rather than away from you. Second, Dodge of you and all creatures within 2 yards of you is increased by 2 against projectile attacks.

Archmagister's Counsel

Understanding this Lattice-weaving means understanding its tactical value. Send a scout, a general, or even a King through enemy lines with this, and they'll be untouchable by mundane blades and quite literally blow resistance out of their path, whether they gained it through a dusty tome or raw talent.

Source Spell

Personal Body of Wind

Source Spell Types

Personal Air Spells

Personal Body of Wood

84 points.

Alteration, Growth, and Other Transmutations, Wood, Vines, and Plant Forms

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice transforms the caster into a woody form, granting the meta-trait of Body of Wood. This includes a −1 Basic Speed, Blunt Claws, DR 2 (Semi-Ablative), Doesn't Breathe, Immunity to Metabolic Hazards, Injury Tolerance (Homogenous), Lifting ST 5, Numb, and susceptibility to plant-based magic. Your attire, up to your BL, transforms with you, ensuring no encumbrance issues.

Statistics

Alternate Form (Body of Wood*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [84].* A meta-trait from p. 165 of GURPS Magic: Basic Speed-1 [-20]; Blunt Claws [3]; DR 2 (Semi-Ablative, -20%) [8]; Doesn’t Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous) [40]; Lifting ST 5 [15]; Numb [-20]; and Affected by Plant Spells [0]. 76 points.

Archmagister's Counsel

A sorcerer might use this to gain a significant advantage in a duel, but know that a prepared foe will exploit the weakness to plant spells, turning your 'unbreakable' hide against you.

Source Spell

Personal Body of Wood

Source Spell Types

Individual Spell

Personal Bone Stakes

6 points.

Internal Ruin, Fatigue, and Decline

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None. Use DX or Brawling to attack or parry.

Range

Self.

Duration

Indefinite.

Description

This spell manifests sharp, bone-like stakes from your forearms, usable only if you possess an internal skeletal structure. These stakes are indefinite and deal thrusting impaling damage at Range C. Your attack and parry rolls utilize either DX or Brawling skill.

Statistics

Natural Weapon (Impaling; Fragile, -20%; Sorcery, -15%) [6].

Archmagister's Counsel

A crude but effective way to ensure one's personal defense, demonstrating that the Lattice cares not for 'elegant' spellwork when a sharp bone is needed to make a point. Arm your guards with this; it’s far less costly than forged steel, though perhaps less aesthetically pleasing for court.

Source Spell

Personal Bone Stakes

Source Spell Types

Personal Body Control Spells

Personal Boost Dexterity

18 points/level.

Body Forms, Limbs, and Alteration

Keywords

Damage, Utility

Casting Roll

None.

Range

Self.

Duration

One second.

Description

This working applies a temporary enhancement to your Dexterity score, increasing it by +1 per level of the spell. The effect lasts one second and immediately recalculates all derived secondary characteristics, such as Basic Speed or Dodge. A Sorcerer pays 18 points per level for this instantaneous boost to the Lattice.

Statistics

DX (Reduced Duration, 1/60, -35%; Reflexive, +40%; Sorcery, -15%) [18/level].

Archmagister's Counsel

If you find yourself in a bind where a single, brief moment of enhanced agility is the difference between survival and a messy end, this little trick of the Lattice is useful. Better to rely on true skill, of course, but desperation sometimes calls for a nudge.

Source Spell

Personal Boost Dexterity

Source Spell Types

Personal Body Control Spells

Personal Boost Health

6 points/level.

Vital Functions & Augmentation

Keywords

Damage, Utility

Casting Roll

None.

Range

Self.

Duration

One second.

Description

This efficient manipulation of the Lattice boosts your HT by 1 per level for a single second. It influences all secondary characteristics, save for FP. The Guild would call it a 'transient physiological enhancement'; I call it damn effective when you need a momentary surge of raw vitality.

Statistics

HT (Does not increase FP, -30%; Reduced Duration, 1/60, -35%; Reflexive, +40%; Sorcery, -15%) [6/level].

Archmagister's Counsel

A fine bit of Lattice-work for a quick, decisive action. Use it when you need to shake off a stun, make a critical saving roll, or push a lethal blow that final inch. Do not expect it to make you a tank; expect it to keep you from falling over when it matters most, much like that impulsive royal who thought a single point of HT would let him win a duel.

Source Spell

Personal Boost Health

Source Spell Types

Personal Body Control Spells

Personal Boost Intelligence

18 points/level.

Grand Arcana & Constructs

Keywords

Damage, Utility

Casting Roll

None.

Range

Self.

Duration

One second.

Description

This temporary Lattice manipulation elevates your IQ by +1 per level of the spell for a fleeting second. All your dependent secondary characteristics will reflect this immediate boost. A classic use of raw power without the Guild's usual frippery.

Statistics

IQ (Reduced Duration, 1/60, -35%; Reflexive, +40%; Sorcery, -15%) [18/level].

Archmagister's Counsel

A moment of clarity can win a war, or at least avoid a costly blunder. Teach your strategists this 'trick' of the Lattice; it might just give them the edge they need to outwit their opponents in a crisis.

Source Spell

Personal Boost Intelligence

Source Spell Types

Individual Spell

Personal Boost Strength

7 points/level.

Vital Functions & Augmentation

Keywords

Damage, Utility

Casting Roll

None.

Range

Self.

Duration

One second.

Description

This temporary manipulation of the Lattice increases your ST by +1 per level of the spell for a mere second. This augmentation impacts all secondary characteristics, save for Hit Points. Cost: 7 points per level. Duration: 1 second. Range: Self.

Statistics

HT (Doesn’t Grant HP, -20%; Reduced Duration, 1/60, -35%; Reflexive, +40%; Sorcery, -15%) [7/level].

Archmagister's Counsel

This is a fine trick for the gladiator or the berserker, allowing them one fleeting, impactful strike. A king's guard might find it useful for breaking a stalemate, or breaking something else entirely.

Source Spell

Personal Boost Strength

Source Spell Types

Personal Body Control Spells

Personal Branch Fingers

1 point.

Grand Arcana & Constructs

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your digits become elongated and covered in bark. When you target the eyes with a barehanded strike or eye gouge, you get the x4 wounding modifier for the skull.

Description

This petty manipulation of the Lattice transforms the caster's digits into elongated, bark-covered appendages. While in effect, any barehanded strike or eye gouge targeting the eyes receives the x4 wounding modifier for the skull. The cost is a mere 1 point to activate and persists indefinitely.

Statistics

Long Fingers (Sorcery, -15%) [1].

Archmagister's Counsel

Your royal guards should learn this parlor trick; it's a wonderfully brutal way to deliver a message without leaving 'conventional' evidence, should the opponent survive.

Source Spell

Personal Branch Fingers

Source Spell Types

Individual Spell

Personal Bravery

7 points.

Grand Arcana & Constructs

Keywords

Control, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice fortifies the caster's resolve, granting a +4 bonus to Will rolls made for Fright Checks, or to resist the Intimidation skill or any supernatural effect inducing fear. It manifests as a persistent fearlessness, albeit with a subtle, temporary bent towards overconfidence.

Statistics

Fearlessness 4 (Sorcery, -15%; Temporary Disadvantage, Overconfidence (12), -5%) [7].

Archmagister's Counsel

Fear is a crude, yet effective, weapon. For your lords, understand that a spell of this nature can render your trusted advisors immune to such petty manipulations, allowing them to remain steadfast in negotiation or battle.

Source Spell

Personal Bravery

Source Spell Types

Individual Spell

Personal Breakfall Plants

6 points.

Plant Lore, Speech, and Passage

Keywords

Damage, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice manipulation reduces the effective distance of any fall by five yards, provided the subject lands on living plant material. This benefit is automatic; no Acrobatics roll is required. Additionally, a successful DX roll will halve any remaining fall damage. This effect is persistent and only applicable to self.

Statistics

Catfall (Accessibility, Only when falling onto living plants, -50%; Feather Fall, +20%; Sorcery, -15%) [6].

Archmagister's Counsel

Equip your scouts and assassins with this. A quick escape into a thicket instantly lessens the impact of a significant drop, allowing them to remain effective rather than crippled.

Source Spell

Personal Breakfall Plants

Source Spell Types

Individual Spell

Personal Breath Adaptation

3 points.

Breath & Atmosphere

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your lungs can adapt to great pressure, permitting you to breathe unhindered (and avoid the bends) at up to 10 atmospheres. This allows you to travel as deep as 12.5 miles underground. This effect does not work underwater.

Description

This Lattice-work adapts the caster's lungs to tolerate pressures up to 10 atmospheres, effectively granting immunity to the bends and allowing unhindered breathing at depths up to 12.5 miles below ground. This effect persists indefinitely, operating at a cost of 3 points, but notably fails to function underwater.

Statistics

Pressure Support 1 (Accessibility, Not under water, -30%; Sorcery, -15%) [3].

Archmagister's Counsel

While this particular application doesn’t extend to aquatic environments, a lord’s subterranean holdings or mining operations would benefit immensely from individuals who can simply ignore the pressures of deep earth. No cumbersome gear, just effective movement and clear heads.

Source Spell

Personal Breath Adaptation

Source Spell Types

Personal Air Spells

Personal Breathe Air

7 points.

Breath & Atmosphere

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent manipulation of the Lattice allows the user to breathe as though air were water. It costs 7 points and imposes no penalty on breathing actual water. Effectively, you gain the Doesn't Breathe (Gills, -50%) advantage via Sorcery (-15%).

Statistics

Doesn’t Breathe (Gills, -50%; Sorcery, -15%) [7].

Archmagister's Counsel

Equip your aquatic scouts and saboteurs with this. Let them swim through enemy air defenses as easily as a fish through the sea. They won't understand how it works; only that it does.

Source Spell

Personal Breathe Air

Source Spell Types

Personal Air Spells

Personal Breathe Water

7 points.

Breath & Atmosphere, Water Shaping & Passage

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

An elegant manipulation of the Lattice that grants the caster the ability to process water as breathable air. This effect is persistent, allowing simultaneous breathing of both air and water, and comes at a cost of 7 points.

Statistics

Doesn’t Breathe (Gills, -50%; Sorcery, -15%) [7].

Archmagister's Counsel

Ensure your coastal reconnaissance divers, regardless of their magical inclination, have access to this. A full breath is far more reliable than a quick spell when the sharks are circling. The method matters less than the outcome when scouting enemy harbors.

Source Spell

Personal Breathe Water

Source Spell Types

Personal Air Spells

Personal Bright Vision

5 points.

Senses & Perception

Keywords

Defense, Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your vision is protected against overload. It rapidly adapts to the most intense of stimuli, allowing you to function normally after a maximum of two seconds of impairment. You will never suffer permanent damage to vision as a result of excessive sensory input, and you get +5 to rolls to resist temporary damage and Vision-Based attacks. This spell resists glare and eye damage from lasers, and lets Dark Vision, Infravision, and Night Vision adjust instantly from bright light to darkness.

Description

This protection prevents visual overload, allowing instant adaptation to extreme light changes within two seconds, mitigating temporary vision impairment. It grants +5 to resist temporary blindness and Vision-Based attacks, prevents permanent eye damage, and counters glare and laser effects. This also allows Dark Vision, Infravision, and Night Vision to adjust instantly between light and dark; the Lattice simply isn't allowed to cause you visual distress.

Statistics

Protected Vision (Sorcery, -15%) [5].

Archmagister's Counsel

Equip your elite scouts and snipers with this; they’ll always see their quarry, regardless of whatever bright flash or sudden darkness your enemies throw at them. A true asset in any night operation or battle line.

Source Spell

Personal Bright Vision

Source Spell Types

Individual Spell

Personal Bullet Protection

5 points/level.

Resistances & Immunities, Wood, Vines, and Plant Forms, Force, Food, Technological

Keywords

Control, Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

An invisible force field emanates from your person, extending to all carried gear, effectively thickening the Lattice around you to repel bullets. This grants you +4 DR per level against firearm bullets, stacking with worn armor. Cost is 5 points per level for indefinite duration.

Statistics

Damage Resistance 4 (Force Field, +20%; Limited, Firearm Bullets, -80%; Sorcery, -15%) [5].

Archmagister's Counsel

Invest in this, my lord. Against an unexpected assailant with a modern firearm, it ensures your continued reign. A wizard must cast it; a sorcerer merely wills it. The outcome is the same.

Source Spell

Personal Bullet Protection

Source Spell Types

Personal Food, Force, Fungus Spells

Personal Bullet Shield

1 point/level.

Wards, Shields, and Barriers, Wood, Vines, and Plant Forms, Force, Food, Technological

Keywords

Control, Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This application of the Lattice creates a frontal, invisible force field that bestows an additional DR 1 per spell level against bullet weapons. This bonus stacks with conventional armor, protecting you and your carried gear from the front only.

Statistics

Damage Resistance 1 (Directional, Front, -20%; Force Field, +20%; Limited, Firearm Bullets, -80%; Sorcery, -15%) [1/level].

Archmagister's Counsel

Equip your elite skirmishers with this. It's a simple, undeniable advantage when advancing under fire, and the enemy won't even see it coming until their bullets fail to find purchase.

Source Spell

Personal Bullet Shield

Source Spell Types

Personal Food, Force, Fungus Spells

Personal Cadence

20 points.

Internal Ruin, Fatigue, and Decline

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Doubles the rate of production of mundane crafted items by both hastening your movements and making them surer, eliminating wasted strokes. The spell is broken if you interrupt your work.

Description

This spell doubles your mundane crafting speed by making your movements faster and more efficient, eliminating wasted effort. It carries a persistent cost of 20 points, has an indefinite duration, and is broken if your work is interrupted.

Statistics

Altered Time Rate 1 (Accessibility, Only for mundane crafting, -80%; Nuisance Effect, Broken if interrupted, -10%; Sorcery, -15%) [20].

Archmagister's Counsel

Ignore the Guild's blather about 'true craftsmanship' and put this to use. A single artificer with this 'Lattice-work' can churn out armaments twice as fast; imagine what an entire workshop could achieve if they all applied this simple principle.

Source Spell

Personal Cadence

Source Spell Types

Personal Body Control Spells

Personal Catfall

9 points.

Animal Companions, Mounts, and Summons

Keywords

Damage, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent manipulation of the Lattice allows the subject to reduce any fall by five yards automatically, provided their body is unencumbered. This effect is equivalent to an automatic success on an Acrobatics roll. Furthermore, a successful DX roll allows the subject to halve any remaining fall damage.

Statistics

Catfall (Sorcery, -15%) [9].

Archmagister's Counsel

Ensure your royal heir has this, along with a firm understanding that even the Lattice cannot prevent all injury from a truly monumental drop. It's about mitigation, not invincibility.

Source Spell

Personal Catfall

Source Spell Types

Personal Animal Spells

Personal Chameleon Skin

4.25 points/level.

Grand Arcana & Constructs

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your skin changes its surface pattern to blend into the surroundings. In any situation where being seen is a factor, you get +2 per level to Stealth skill when perfectly still, or +1 per level if moving. Clothing reduces this bonus to +1 per level when you are motionless, with no bonus if you are moving (unless the clothing is, in the GM’s opinion, camouflaged relative to your current environment). Chameleon Skin does not normally help in the dark or against someone relying upon senses other than sight.

Description

This manipulation of the Lattice integrates with the subject's skin, causing it to alter its surface pattern to blend with surroundings. The subject gains +2 per level to Stealth when perfectly still, and +1 per level when moving. If clothing is worn, this bonus is reduced to +1 per level when motionless, and provides no bonus while moving, unless the clothing itself is camouflaged. This effect is indefinite and does not aid against other senses or in darkness.

Statistics

Chameleon 1 (Vision; Sorcery, -15%) [4.25/level].

Archmagister's Counsel

There are times when a Lord needs to be unseen, unheard, and unobserved. This is how you achieve it, whether through the precision of a wizard or the raw talent of a sorcerer. The Lattice doesn't care about the 'how'; only the utility.

Source Spell

Personal Chameleon Skin

Source Spell Types

Individual Spell

Personal Clean Breath

5 points.

Breath & Atmosphere

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your respiratory system becomes able to filter out ordinary contaminants; e.g., dust, pollen, smoke, and even tear gas (but not nerve gas or other contact agents). You suffer no ill effects from such things.

Description

This Persistent manipulation of the Lattice renders your respiratory system immune to common airborne contaminants. Dust, pollen, smoke, and even tear gas are filtered out, causing you no ill effects. This lasts indefinitely, for 5 points, but offers no protection against more insidious agents like nerve gas.

Statistics

Filter Lungs (Sorcery, -15%) [5].

Archmagister's Counsel

Equip your elite skirmishers with this — they'll scoff at caltrops and dodge arrows while your foes choke on whatever dust you kick up. Their Guild-trained counterparts will be busy coughing.

Source Spell

Personal Clean Breath

Source Spell Types

Personal Air Spells

Personal Climbing

2.55 points/level.

Internal Ruin, Fatigue, and Decline

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your Move when climbing or using the Clinging (p. B43) advantage is increased by 1 per level of this spell.

Description

This spell directly manipulates the lattice to increase the subject's Move by 1 per level when climbing or utilizing the Clinging advantage. It’s a persistent effect, requiring no casting roll, and the duration is indefinite, lasting as long as the effect is maintained.

Statistics

Super Climbing (Sorcery, -15%) [2.55/level].

Archmagister's Counsel

Ensure your scouts and infiltrators are granted this 'Lattice-work' before they scale any walls. A swifter ascent is a quieter and more successful one, regardless of whether a wizard or a sorcerer provides it.

Source Spell

Personal Climbing

Source Spell Types

Personal Body Control Spells

Personal Cloud-Walking

9 points.

Winds, Vapors, and Sky Passage

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Clouds are like solid ground beneath your feet, allowing you to walk on them at your ground Move. If you get knocked down or slip, you fall! You may attempt one DX roll per second of falling. If you succeed, you stop in the clouds, unharmed, if there are still any clouds beneath you. Otherwise, you hit the ground for normal falling damage (see Falling, B431).

Description

This Persistent utility allows the caster to treat clouds as solid ground, moving at their ordinary Move. Should they be knocked down or slip, a DX roll can prevent a fall, otherwise, normal falling rules apply. A rather direct application of the Lattice to defy gravity, as even a Wizard could discern.

Statistics

Walk on Air (Sorcery, -15%; Specific, Cloud, -40%) [9].

Archmagister's Counsel

Equip your scouts with this-it provides unparalleled vantage points and routes, making traditional sentries obsolete. Why send a rider when you can send someone who walks the sky?

Source Spell

Personal Cloud-Walking

Source Spell Types

Personal Air Spells

Personal Conceal Magic

42 points.

Grand Arcana & Constructs

Keywords

Defense, Healing, Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This spell, a direct plucking of The Lattice, makes the caster virtually undetectable to all forms of magical scrutiny, be it divinatory or sensory. It imposes an Obscure 10 against all Information spells, regardless of their magical origin. It also includes a Low Psychic Signature 5, ensuring your presence is barely a whisper even to psionics, and is inherently Stealthy, making its activation difficult to discern. The effect is personal and persists indefinitely.

Statistics

Obscure 10 (Information Spells; Defensive, +50%; Low Psychic Signature 5, +25%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%) [42].

Archmagister's Counsel

Employ this when you need to conduct operations unseen by rival practitioners; it makes you a ghost in their divinations. Remember, a Wizard's scrying is no more effective against this than a Sorcerer's blood-reading; only the outcome matters.

Source Spell

Personal Conceal Magic

Source Spell Types

Individual Spell

Personal Contragrav Flight

32 points.

Forced Movement & Restraint, Radiance, Sight, and Reflection

Keywords

Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This remarkable manipulation of the Lattice allows the Sorcerer to achieve true flight, defying the bonds of gravity themselves. It essentially grants ‘Flight’ at 32 points, but is contingent on the presence of a planetary body for its effects. The cost is a one-time 32 energy points, and the effect persists indefinitely.

Statistics

Flight (Planetary, -5%; Sorcery, -15%) [32].

Archmagister's Counsel

You cannot hold ground if your enemy can simply soar above your defenses without a flying mount or contraption. A wise Lord ensures their own mages can counter such tricks, or better yet, possess them.

Source Spell

Personal Contragrav Flight

Source Spell Types

Individual Spell

Personal Corona of Cold

9 points.

Lesser Hexes & Afflictions

Keywords

Aura, Damage, Melee, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice manipulation sheathes you in cold, inflicting 1d-1 burning damage to anyone who touches you. Foes injured must make an HT roll, penalized by -1 per 2 points of injury, or suffer a -2 DX penalty and become Numb for (20-HT) minutes, minimum 1 minute.

Statistics

Burning Attack 1d-1 (Aura, +80%; Melee Attack, Reach C, -30%; No Incendiary Effect, -10%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%) [9].

Archmagister's Counsel

A fine deterrent for those who lack discipline in close quarters. Let them touch the cold hand of a Sorcerer and learn a quick lesson in personal space.

Source Spell

Personal Corona of Cold

Source Spell Types

Individual Spell

Personal Corona of Frost

18 points.

Grand Arcana & Constructs

Keywords

Aura, Damage, Healing, Melee, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

You generate a persistent personal aura of frost, dealing 1d-1 fatigue damage to any who touch your body. This fatigue loss is considered 'cold damage' for all effects, notably recovery. Additionally, this frost aura causes a -2 DX penalty and Numbness as a side effect for any who sustain this damage.

Statistics

Fatigue Attack 1d-1 (Aura, +80%; Freezing, +20%; Melee Attack, Reach C, -30%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%) [18].

Archmagister's Counsel

A fine ward, capable of debilitating an overzealous guard who gets too close. Remember, even a minor inconvenience can turn the tide of a skirmish if properly applied.

Source Spell

Personal Corona of Frost

Source Spell Types

Individual Spell

Personal Dark Vision

22 points.

Senses & Perception, Shadows & Obscurity

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the caster to perceive in absolute darkness as if possessing the Dark Vision advantage. The effect is persistent, costing 22 points to establish.

Statistics

Dark Vision (Sorcery, -15%) [22].

Archmagister's Counsel

A useful trick for your scouts and spies, my Lord. It costs less to grant this than to provision a full contingent with costly lamps and torches, and a dark agent works best unseen.

Source Spell

Personal Dark Vision

Source Spell Types

Individual Spell

Personal Death Ward

9 points.

Wards, Shields, and Barriers, Death Curses & Withering

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

The caster becomes immune to all death curses, magical or otherwise. This includes direct-damage Necromantic magic (Burning Death, Rotting Death, etc.), elixirs of Death, and non-magical Afflictions featuring Coma or Heart Attack that derive from chi, divine, psionic, or spirit abilities. The cost for this immunity is 9 points, and it persists indefinitely.

Statistics

Immunity to Death Curses (Sorcery, -15%) [9].

Archmagister's Counsel

There's nothing quite so inconvenient as a Lord felled by a petty death curse. Best to ensure your key assets are protected from such crude Lattice-work before sending them into unfriendly territory.

Source Spell

Personal Death Ward

Source Spell Types

Individual Spell

Personal Decapitation

53 points.

Internal Ruin, Fatigue, and Decline

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Permanent until reattached. Your head comes off! When this spell is cast, your head (or one of them, if you has several) comes free of its body, but continues to live on its own. You are not harmed, but the head takes falling damage if it is not carefully removed or caught! The head can talk, see, and control the actions of its body normally. If the head is somehow blinded (put in a bag, for instance), then it will have trouble telling its body where to walk.The head has your DX and HT, HP/2, and Move and Dodge 0. It can bite at full ST in close combat. If the head is your seat of consciousness, your body fights as its ally. If it isn’t (for instance, if you have No Brain), it fights as an ally of your body.The head may be reattached to the body by holding them in place for a second. Reattaching the head ends the spell.Should the body die, the head lives on!

Description

An elegant manipulation of the Lattice that surgically detaches your head from your body, allowing it to function independently. The head retains your DX and HT, but only half your HP, and zero Move or Dodge. It can bite for full ST in close combat. The body remains under your control, fighting as an ally. Reattaching requires holding the head to the body for a second, ending the spell's effect. Should the body perish, the head—and your consciousness—persists.

Statistics

Injury Tolerance (Independent Body Parts; Cosmic, Voluntary, +50%; Detachable Head, +15%; Instant Reattachment, +50%; Partial, Head Only, -50%; Sorcery, -15%) [53].

Archmagister's Counsel

This 'trick' is not for the squeamish, but consider the tactical implications: a scout whose head can be discreetly hidden, or a court advisor whose severed head continues to provide counsel even after their body is 'disposed of.' A clever lord could make great use of such… persistent loyalty.

Source Spell

Personal Decapitation

Source Spell Types

Personal Body Control Spells

Personal Deflect Energy

30 points.

Flame Assaults & Battlefire, Energy

Keywords

Damage, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This working forms a personal deflective barrier that grants a +3 bonus to Dodge rolls against incoming energy attacks. Its effect persists indefinitely, or until dismissed.

Statistics

Enhanced Dodge 3 (Limited, Energy, -20%; Sorcery, -15%) [30].

Archmagister's Counsel

Equip your elite guard with this, and watch as their resolve against mere 'magical' artillery becomes unshakable. The Lattice, it seems, can be quite the body armor.

Source Spell

Personal Deflect Energy

Source Spell Types

Personal Fire Spells

Personal Dexterous Arm

10.2 points/level.

Internal Ruin, Fatigue, and Decline

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent manipulation of the Lattice dedicates energy to a chosen arm, increasing its individual Dexterity (DX) by +1 per level, up to a maximum of +4. Your other limbs remain unchanged, for better or worse.

Statistics

Arm DX (One Arm; Sorcery, -15%) [10.2/level].

Archmagister's Counsel

Equip your elite archers or duelists with this spell. A targeted boost to a sword arm or drawing arm can turn the tide of a skirmish, proving that the 'old ways' of focused enhancement are often the most practical.

Source Spell

Personal Dexterous Arm

Source Spell Types

Personal Body Control Spells

Personal Digger

42 points for level 1 + 10.5 points/additional level.

Earthshape, Passage, and Transmutation

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice manipulation grants the subject the ability to move through solid earth at a speed equal to twice the spell's level, forming a tunnel in their wake. No tools or hands are required, making it a truly 'personal' digger. The standard cost is 42 points for the first level, with an additional 10.5 points for each subsequent level, increasing the effective 'Move' statistic for tunneling. It is persistent and remains indefinitely once established.

Statistics

Tunneling (Move 2; Hands-Free, +20%; Sorcery, -15%) [42]. Each additional level adds 2 to Tunneling move [+10.5].

Archmagister's Counsel

Why send out Sappers when you can send a Sorcerer directly into the enemy's foundation? They'll never expect an attack from beneath the keep, proving once again that the method of 'plucking the Lattice' matters far less than what you accomplish with it.

Source Spell

Personal Digger

Source Spell Types

Personal Earth Spells

Personal Drunkard’s Ease

2 points.

Grand Arcana & Constructs

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This convenient bit of Lattice-plucking grants the caster the Alcohol Tolerance and No Hangover perks as long as it remains active. It costs 2 energy to cast and maintains itself for 1 FP per hour, making prolonged debauchery surprisingly affordable.

Statistics

Alcohol Tolerance (Magical, -10%) [1] + No Hangover (Magical, -10) [1].

Archmagister's Counsel

Rather than teaching your Royal Pupil the true meaning of moderation, this spell allows them to engage in diplomatic feasts with unparalleled stamina. It’s certainly more effective than hoping a young noble possesses genuine self-control.

Source Spell

Personal Bender Defender

Source Spell Types

Individual Spell

Personal Earth Vision

9 points/level.

Senses & Perception, Stone, Soil, and Sand

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the user to perceive through solid earth and stone. Each level permits vision through an additional foot of such material, offering a persistent, indefinite duration at a cost of 9 points per level.

Statistics

Penetrating Vision 2 (Sorcery, -15%; Specific, Earth, -40%) [9]. Each level adds two more levels of Penetrating Vision [+9].

Archmagister's Counsel

This isn't about mere scouting; it's about seeing the enemy's tunnels before they dig them or verifying the structural integrity of a castle wall without a single tap. The Guild insists on complex rituals for 'scrying,' but a Sorcerer simply… perceives.

Source Spell

Personal Earth Vision

Source Spell Types

Personal Earth Spells

Personal Ease Labor

5 points.

Internal Ruin, Fatigue, and Decline

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This working ensures a painless and trouble-free birth for the caster, granting immunity to all childbirth complications. An Indefinite spell, its cost to maintain is 1 FP per hour, not per minute, a notable deviation from typical Lattice mechanics.

Statistics

Immunity to Childbirth Complications (Magical, -10%) [5].

Archmagister's Counsel

While the Guild frets over 'propriety,' clever court advisors understand that ensuring a smooth lineage from the royal consort reduces vulnerabilities during a critical time. This isn't just comfort; it's a strategic investment.

Source Spell

Personal Ease Labor

Source Spell Types

Personal Body Control Spells

Personal Easy Rider

1 point.

Ways, Passage, and Travel, Gravity

Keywords

Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of The Lattice makes the caster inherently easier to move through various planes, times, or locations. All attempts to teleport, time travel, or plane shift you gain a +1 bonus to their effectiveness rolls. The effect is persistent and lasts until consciously dismissed.

Statistics

Easy Rider (Sorcery, -15%) [1].

Archmagister's Counsel

If you must travel far and fast, this little trick might just shave a few hours—or even years—off the journey. Practicality, not parlor tricks, wins wars.

Source Spell

Personal Easy Rider

Source Spell Types

Personal Gate and Gravity Spells

Personal Eat Crow

2 points.

Internal Ruin, Fatigue, and Decline

Keywords

Control, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice suppresses the caster's sense of taste indefinitely. Its effect is absolute and requires no casting roll.

Statistics

Controllable Disadvantage (No Sense of Taste/Smell, Taste Only; Cosmic, No die roll required, +100%; Sorcery, -15%) [2].

Archmagister's Counsel

While this particular application might seem minor, remember, Lords: The ability to selectively dull one's senses can be crucial for an agent needing to endure unsavory tasks without complaint. Never underestimate the utility of control, even over something as trivial as a palate.

Source Spell

Personal Eat Crow

Source Spell Types

Personal Body Control Spells

Personal Emotive Block

27 points.

Wards, Shields, and Barriers

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants you Indomitable and Unfazeable as long as the spell remains active. The Guild prattles about emotional discipline; I explain it as a persistent psychic barrier for 27 points.

Statistics

Indomitable (Sorcery, -15%) [13] + Unfazeable (Magical, -10%) [14].

Archmagister's Counsel

Employ this when your Lord must face uncomfortable truths or endure prolonged interrogation; it ensures his resolve remains unbroken, regardless of the 'methods' applied.

Source Spell

Personal Emotive Block

Source Spell Types

Individual Spell